glTexImage2D(GL_TEXTURE_2D, 0, 4, ImageSets[k].Width, ImageSets[k].Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ImageSets[k].Width, ImageSets[k].Height, GL_RGBA, GL_UNSIGNED_BYTE, Data);
Does anyone know why this is happening?
[edited by - rotos on September 11, 2002 3:52:36 PM]
Texture problem
I've run into a problem with OpenGL texturing. When tring to set a texture with glTexture2D, all I get is a white image, but if I call gluBuild2DMipMaps, the texture shows up properly.
This is a problem, as I'm using an orthographic projection, so the mipmaps just waste space, and it seems to be the issue behind all my textures being scaled to one half their normal size.
This sounds uncannily like a problem i just had - openGL will act as if texturing is disabled if all the mipmaps are not present, so you''l have to disable mipmapping. Something like glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); i think.
Check your texture is a power of 2 in width and height. If it is not, TexImage will not work (INVALID_VALUE error), and a white texture is produced.
When you call gluBuild2DMipmaps, your texture is automatically resized to a power of 2. This is why they appear smaller when you use this method.
http://users.ox.ac.uk/~univ1234
When you call gluBuild2DMipmaps, your texture is automatically resized to a power of 2. This is why they appear smaller when you use this method.
http://users.ox.ac.uk/~univ1234
quote:Original post by OrangyTang
This sounds uncannily like a problem i just had - openGL will act as if texturing is disabled if all the mipmaps are not present, so you''l have to disable mipmapping. Something like glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); i think.
That did it. Thanks.
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