I have a codebase that uses GLuints to hold textures and I'm trying to convert it from using SDL for windowing/event/audio/etc to SFML. However, I cannot seem to get my textures to display correctly. I've whipped up some code showing how I think you should get a GLuint handle to a texture from an sf::Image.
Right now all it does it fill the entire window with a white square. If I change the code to use a RenderWindow and sf::Sprite the image draws
fine.
#include <SFML/Graphics.hpp>
int main()
{
sf::Window app(sf::VideoMode(1280,800), "SFML Test");
app.EnableKeyRepeat(false);
app.SetActive();
// opengl initialization
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport( 0, 0, 1280, 800 );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 1280, 800, 0, -1, 1 );
sf::Image pic;
pic.LoadFromFile("bg01.jpg");
GLuint bgtext = 0;
glGenTextures(1, &bgtext);
glBindTexture(GL_TEXTURE_2D, bgtext);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, pic.GetWidth(), pic.GetHeight(),
0, GL_RGBA, GL_UNSIGNED_BYTE, pic.GetPixelsPtr());
bool loop = true;
while (loop)
{
sf::Event e;
while (app.GetEvent(e))
{
if (e.Type == sf::Event::Closed ||
e.Type == sf::Event::KeyPressed)
loop = false;
}
// Do the drawing
glClear( GL_COLOR_BUFFER_BIT );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glScalef(1280, 800, 0);
glBindTexture(GL_TEXTURE_2D, bgtext);
glBegin( GL_QUADS );
// Top-left vertex (corner)
glTexCoord2i( 0, 0 );
glVertex3f( 0, 0, 0 );
// Bottom-left vertex (corner)
glTexCoord2i( 0, 1 );
glVertex3f( 0, 1.0f, 0 );
// Bottom-right vertex (corner)
glTexCoord2i( 1, 1 );
glVertex3f( 1.0f, 1.0f, 0 );
// Top-right vertex (corner)
glTexCoord2i( 1, 0 );
glVertex3f( 1.0f, 0, 0 );
glEnd();
app.Display();
}
}