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Author Topic: Texture not rendered on Intel HD 5500  (Read 2385 times)

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Omokoii

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Texture not rendered on Intel HD 5500
« on: January 02, 2016, 05:24:26 pm »
Hi,
I have encountered a problem with rendering textures on a laptop with integrated graphics (Lenovo Thinkpad T450s with Intel HD 5500). I'm using latest stable SFML (compiled myself). The problem is reproduced in the code below. In short:

1. Render a texture with standard opengl vertex arrays.
2. Render text with SFML, including pop/push of opengl context.
3. Render another opengl vertex array. This doesn't work on HD 5500, the texture isn't rendered. Sometimes you can see some flickering as if the missing texture is rendered and then instantly cleared again. If I don't render the text, the second texture renders ok. When trying on another computer everything works fine. See attached images for working/failed results on two different computers.

Having searched for a solution I get the impression that there are known compatibility problems with Intel graphics and SFML. This feels like something that might be very hard to fix. Still, there's always the possibility that my code is borked? Or maybe there is some workaround?

#include <iostream>
#include "SFML/Graphics.hpp"
#include "SFML/OpenGL.hpp"

struct Vertex{
    public:
        int vertexX, vertexY;
        float textureX, textureY;
        float colorR, colorG, colorB, colorA;
};

int main(){
    sf::RenderWindow* window = new sf::RenderWindow(sf::VideoMode(800, 600, 32), "SFML Window", sf::Style::Default);
    sf::Image* textureAtlas = new sf::Image();
    if(!textureAtlas->loadFromFile("data/img/tile.png")){
        std::cout << "File not found: " << "data/img/tile.png" << std::endl;
    }
    sf::Font* currentFont = new sf::Font();
    if(!currentFont->loadFromFile("data/fnt/Arial Unicode MS.ttf")){
        std::cout << "File not found: " << "data/fnt/Arial Unicode MS.ttf" << std::endl;
    }
   
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glViewport(0, 0, 800, 600);
    glOrtho(0, 800, 600, 0, 0, 1);
    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();
       
        int textureAtlasWidth = textureAtlas->getSize().x;
    int textureAtlasHeight = textureAtlas->getSize().y;
    glScalef(1.0 / textureAtlasWidth, 1.0 / textureAtlasHeight, 1);

    unsigned int textureAtlasGLHandle;
    glGenTextures(1, &textureAtlasGLHandle);
    glBindTexture(GL_TEXTURE_2D, textureAtlasGLHandle);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureAtlasWidth, textureAtlasHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureAtlas->getPixelsPtr());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    Vertex vertex;
    std::vector<Vertex> textureVertexArray;

    while (window->isOpen()){
        sf::Event event;
        while (window->pollEvent(event)){
            if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
                window->close();
        }

        glClear(GL_COLOR_BUFFER_BIT);

        // Draw first texture. This always works.
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        vertex.colorR = 1;
        vertex.colorG = 1;
        vertex.colorB = 1;
        vertex.colorA = 1;

        vertex.vertexX = 0;
        vertex.vertexY = 0;
        vertex.textureX = 0;
        vertex.textureY = 0;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 64;
        vertex.vertexY = 0;
        vertex.textureX = 64;
        vertex.textureY = 0;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 64;
        vertex.vertexY = 64;
        vertex.textureX = 64;
        vertex.textureY = 64;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 0;
        vertex.vertexY = 64;
        vertex.textureX = 0;
        vertex.textureY = 64;
        textureVertexArray.push_back(vertex);

        if(textureVertexArray.size() > 0){
            glVertexPointer(2, GL_INT, sizeof(Vertex), &textureVertexArray[0].vertexX);
            glColorPointer(4, GL_FLOAT, sizeof(Vertex), &textureVertexArray[0].colorR);
            glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &textureVertexArray[0].textureX);
            glDrawArrays(GL_QUADS, 0, textureVertexArray.size());
            textureVertexArray.clear();
        }
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisable(GL_TEXTURE_2D);
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);


        // Draw text
        window->pushGLStates();
        sf::Text* sfText = new sf::Text("Hello glitch", *currentFont, 16);
        sf::Color color(255, 255, 255, 255);
        sfText->setColor(color);
        sfText->move(32, 64);
        window->draw(*sfText); // If this line is disabled the texture below will render.
        delete sfText;
        window->popGLStates();


        // Draw second texture. This texture will not be drawn on Intel HD 5500.
                // If the window->draw() function above is disabled, the texture renders ok.
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        vertex.colorR = 1;
        vertex.colorG = 1;
        vertex.colorB = 1;
        vertex.colorA = 1;

        vertex.vertexX = 64;
        vertex.vertexY = 0;
        vertex.textureX = 0;
        vertex.textureY = 0;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 128;
        vertex.vertexY = 0;
        vertex.textureX = 64;
        vertex.textureY = 0;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 128;
        vertex.vertexY = 64;
        vertex.textureX = 64;
        vertex.textureY = 64;
        textureVertexArray.push_back(vertex);

        vertex.vertexX = 64;
        vertex.vertexY = 64;
        vertex.textureX = 0;
        vertex.textureY = 64;
        textureVertexArray.push_back(vertex);

        if(textureVertexArray.size() > 0){
            glVertexPointer(2, GL_INT, sizeof(Vertex), &textureVertexArray[0].vertexX);
            glColorPointer(4, GL_FLOAT, sizeof(Vertex), &textureVertexArray[0].colorR);
            glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &textureVertexArray[0].textureX);
            glDrawArrays(GL_QUADS, 0, textureVertexArray.size());
            textureVertexArray.clear();
        }
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisable(GL_TEXTURE_2D);
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);

        window->display();
    }
    delete textureAtlas;
    delete window;
    delete currentFont;
}
 

Mr_Blame

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Re: Texture not rendered on Intel HD 5500
« Reply #1 on: January 05, 2016, 04:57:09 pm »
It is not good to disable GL_TEXTURE_2D after rendering with GL. A text in SFML is a textured surface.

Omokoii

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Re: Texture not rendered on Intel HD 5500
« Reply #2 on: January 09, 2016, 08:48:38 pm »
Thanks, I think I have a working solution now :) I removed the disabling of GL_TEXTURE_2D which alone didn't fix the problem. However, rearranging the disable/enable calls gave different results for every little change, so with a lot of trial and error I ended up with something like this that seems to work:

while(true){
        glClear(GL_COLOR_BUFFER_BIT);
        // === First group ===
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisable(GL_TEXTURE_2D);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        // Drawing colored vertex array...     
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        // Drawing textured vertex array...
        window->pushGLStates();
        // Drawing Text...
        window->popGLStates();
        // === And then same again for second group  ===
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisable(GL_TEXTURE_2D);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        // Drawing colored vertex array...     
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        // Drawing textured vertex array...
        window->pushGLStates();
        // Drawing Text...
        window->popGLStates();
}
 

Does this look sane? Are there any steps I can take to make sure that similar problems don't arise on other hardware?

Mr_Blame

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Re: Texture not rendered on Intel HD 5500
« Reply #3 on: January 10, 2016, 11:55:58 am »
Disabling and enabling clients states, texture i thinnk is no need since you use sfml it enables: texture of course and disables clients states(probably after window.display()) but you still need to enable client state for vertex arrays and tex coords but you don't need to disable them - sfml must do it for you.