Sign in to follow this  
iNsAn1tY

OpenGL Non-power-of-two textures point blank refusing to work

Recommended Posts

I'm at a tear-your-hair-out stage with these goddamn texture rectangles. OpenGL absolutely refuses to use them. I specify a texture size like (512, 513) as a test, and bam, a nice helpful "invalid operation" error. Every time. With any combination of internal format, format and type supplied to glTexImage2D. I'm specifying GL_TEXTURE_RECTANGLE_ARB to glTexImage2D, and I'm running a GeForce 7800 GTX with the latest drivers. The most annoying thing of all is that I've found an NVIDIA demo which uses GL_TEXTURE_RECTANGLE_NV (which I know is an alias for the ARB extension, OpenGL Extension Viewer tells me). And it works. For no good reason. I even tried specifying the same parameters in my application, and it wasn't having any of it. Any idea at all what I'm doing wrong? Here's some code:
glBindTexture( meTarget, muID );

glTexImage2D( meTarget,             // GL_TEXTURE_BINDING_RECTANGLE_ARB
              0,
              lTD.meInternalFormat, // GL_RGBA8 (tried GL_RGB like NVIDIA example)
              lTD.mDimensions.x,    // 512
              lTD.mDimensions.y,    // 513
              0,
              lTD.meFormat,         // GL_RGBA (tried GL_RGB like NVIDIA example)
              lTD.meType,           // GL_UNSIGNED_BYTE (tried GL_FLOAT like NVIDIA example)
              0 );




All of this works fine when you specify GL_TEXTURE_2D and change 513 back to 512. I'm beginning to suspect problems with the driver. I also get the invalid operation error when I specify GL_TEXTURE_2D with a texture height of 513, even though my card supports the ARB non-power-of-two extension. It's ridiculous. Thanks in advance for any replies. [Edited by - iNsAn1tY on May 2, 2007 11:15:14 AM]

Share this post


Link to post
Share on other sites
If one works, and one doesn't, but the parameters are the same, then something else is wrong. How about the rendering context? It is activated at the time you upload the texture?

edit: Never mind. You said it worked for power of two regular texture, so can't be it...

Share this post


Link to post
Share on other sites
Never assume non power of two textures will work. Out of habit you should avoid using them, it is more optimal, and more supported to stick with power of two textures.

Share this post


Link to post
Share on other sites
This is mostly guessing, but it might work. I guess youre using windows, use some lib like glew to load all the extensions, so that the non_power_of_two extension is loaded, and try now, however, this shouldnt make any difference, because youre not using any new methods, but since windows is using a really old version of opengl (shouldnt make any difference either, since your driver is new) it might be causing the problem.

Even though this is a very rare reason, you never know :P

Share this post


Link to post
Share on other sites
I would expect this kind of ridiculousness from ATI's OpenGL drivers, but nVidia's? What is the world coming to? [headshake]

What I would do is grab a program like gDEBugger (free 30-day trial), GLExpert, GLIntercept, NVPerfKit, etc., and see if you can't get some more information on why the call is failing. There's absolutely nothing wrong with the code you posted, but it's possible that OpenGL might be in some crazy state. I feel your pain though, I just got down with a major OpenGL project and I don't have any hair left to pull!

Share this post


Link to post
Share on other sites
That's bizarre, I've never encountered any problems with NPT textures on nvidia hardware.

I find it interesting that it works with the NV demo, but not with your own code. There must be a difference somewhere, probably in the current OpenGL state, as others have mentioned.

Have you tried isolating the NPT texture creation call, maybe by placing it directly after the context creation ? If that works (and it should), then try moving it around, until it doesn't work anymore. Eventhough there shouldn't be any, there definitely are a few GL calls that can put OpenGL in an undefined state. Especially when working with GLSL.

And while this may sound silly, make 100% sure that the error state is clean before calling glTexImage, maybe by just calling glGetError prior to teximage. I've once tried to hunt down a 'driver bug', and finally realized (by using gDebugger) that the API call I thought would trigger the error wasn't actually the one...

Quote:

This is mostly guessing, but it might work. I guess youre using windows, use some lib like glew to load all the extensions, so that the non_power_of_two extension is loaded, and try now, however, this shouldnt make any difference, because youre not using any new methods, but since windows is using a really old version of opengl (shouldnt make any difference either, since your driver is new) it might be causing the problem.

The NPT extensions don't have to be 'loaded', they don't expose new entry points. They're just a bunch of enumerants. The ARB_texture_non_power_of_two extension doesn't define anything at all, it's just a capability flag.

Share this post


Link to post
Share on other sites
Quote:
Original post by Yann L
Quote:

This is mostly guessing, but it might work. I guess youre using windows, use some lib like glew to load all the extensions, so that the non_power_of_two extension is loaded, and try now, however, this shouldnt make any difference, because youre not using any new methods, but since windows is using a really old version of opengl (shouldnt make any difference either, since your driver is new) it might be causing the problem.

The NPT extensions don't have to be 'loaded', they don't expose new entry points. They're just a bunch of enumerants. The ARB_texture_non_power_of_two extension doesn't define anything at all, it's just a capability flag.


Yeah, youre right, thats why i said i was only guessing :)

Share this post


Link to post
Share on other sites
Long shot, but what is the type of meTarget? GL_TEXTURE_RECTANGLE_ARB (which you should be using, not GL_TEXTURE_BINDING_RECTANGLE_ARB) has a value of 0x84F5 and GL_TEXTURE_2D has a value of 0xDE1. If you're using shorts then you won't be able to store the GL_TEXTURE_RECTANGLE_ARB value correctly. meTarget should ideally be GLuint.

Perhaps try replacing the glTexImage2D parameters with the actual values you want instead of the variables in case that is where the problem is coming from.

Share this post


Link to post
Share on other sites
Hi guys, thanks for the replies. I've had no time to look into this matter further since I posted; I'm now doing final year exams, which means lots and lots of revision and learning and virtually nothing else.

The problem in this post is from my final year project, which has been handed in now (with plenty of hacks in place to sort out this and several other small/medium/potentially life-threatening bugs which were in it). We're open-sourcing my FYP soon though, and it's being developed further for a conference that's coming up, to add features I didn't have time to implement during the project itself (this is all once my finals are out of the way around May 19th and I've recovered from the week or so of alcohol-fuelled celebration I've promised myself and others [grin]).

I'll open a new thread to announce the project and give more details soon. Hopefully, it'll be something that will interest you all... [smile]

Share this post


Link to post
Share on other sites
this is incorrect
glTexImage2D( meTarget, // GL_TEXTURE_BINDING_RECTANGLE_ARB

calling glGetError( ) will report this

alternatively use glIntercept which will tell you this as well

also from my testing power of 2 textures are ~10% quicker than nonpower of 2

NPOT + texture_rectangle_arb are about the same speed

Share this post


Link to post
Share on other sites
Quote:
Original post by zedz
this is incorrect
glTexImage2D( meTarget, // GL_TEXTURE_BINDING_RECTANGLE_ARB

calling glGetError( ) will report this

alternatively use glIntercept which will tell you this as well

Tried GL_TEXTURE_BINDING_RECTANGLE_ARB and GL_TEXTURE_RECTANGLE_ARB, I get invalid operations from glGetError with both.

Quote:
Original post by MARS_999
NPOT have always worked for me on Nvidia hardware that supports it...

Yeah, that's the weird thing. As I mentioned, I have that NVIDIA demo which uses NPOT textures, and it works fine. It must be something I'm doing wrong, but I just can't find it...

[Edited by - iNsAn1tY on May 12, 2007 9:17:35 AM]

Share this post


Link to post
Share on other sites
I hope I'm not stating the obvious here, but you should check glGetError before the call to glTexImage2D just to be sure that the error you're seeing isn't the result of some earlier problem that went unchecked.

Share this post


Link to post
Share on other sites
one last silly obvious thing to check: check the GL string at load to make sure you are using nVidia's openGL library: a while back I was pounding my head to why things suddenly stopped working and it happened because I specified a greater depth than the current state and asked for a windowed mode so SDL decided to go through the Window's GDI openGL implementation (and this was revealed by looking at glString(GL_VENDOR) and glString(GL_VERSION)....

Share this post


Link to post
Share on other sites
Try this code?


glGenTextures (1, &tex);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, texSize, texSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

//0 if not uploading texture data...




Did you set the filtering code with the ARB extension? Are you using GLEE, GLEW, your own loader?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628308
    • Total Posts
      2981979
  • Similar Content

    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
       
       
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
      Thanks!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
    • By test opty
      Hi,
      I'm trying to learn OpenGL through a website and have proceeded until this page of it. The output is a simple triangle. The problem is the complexity.
      I have read that page several times and tried to analyse the code but I haven't understood the code properly and completely yet. This is the code:
       
      #include <glad/glad.h> #include <GLFW/glfw3.h> #include <C:\Users\Abbasi\Desktop\std_lib_facilities_4.h> using namespace std; //****************************************************************************** void framebuffer_size_callback(GLFWwindow* window, int width, int height); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; const char *vertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" "}\0"; const char *fragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "void main()\n" "{\n" " FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n" "}\n\0"; //******************************* int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfw window creation GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My First Triangle", nullptr, nullptr); if (window == nullptr) { cout << "Failed to create GLFW window" << endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // glad: load all OpenGL function pointers if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { cout << "Failed to initialize GLAD" << endl; return -1; } // build and compile our shader program // vertex shader int vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr); glCompileShader(vertexShader); // check for shader compile errors int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl; } // fragment shader int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr); glCompileShader(fragmentShader); // check for shader compile errors glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl; } // link shaders int shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // check for linking errors glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); // set up vertex data (and buffer(s)) and configure vertex attributes float vertices[] = { -0.5f, -0.5f, 0.0f, // left 0.5f, -0.5f, 0.0f, // right 0.0f, 0.5f, 0.0f // top }; unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), //and then configure vertex attributes(s). glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); // note that this is allowed, the call to glVertexAttribPointer registered VBO // as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind glBindBuffer(GL_ARRAY_BUFFER, 0); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other // VAOs requires a call to glBindVertexArray anyways so we generally don't unbind // VAOs (nor VBOs) when it's not directly necessary. glBindVertexArray(0); // uncomment this call to draw in wireframe polygons. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop while (!glfwWindowShouldClose(window)) { // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // draw our first triangle glUseProgram(shaderProgram); glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to // bind it every time, but we'll do so to keep things a bit more organized glDrawArrays(GL_TRIANGLES, 0, 3); // glBindVertexArray(0); // no need to unbind it every time // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } // optional: de-allocate all resources once they've outlived their purpose: glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. glfwTerminate(); return 0; } //************************************************** // process all input: query GLFW whether relevant keys are pressed/released // this frame and react accordingly void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } //******************************************************************** // glfw: whenever the window size changed (by OS or user resize) this callback function executes void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } As you see, about 200 lines of complicated code only for a simple triangle. 
      I don't know what parts are necessary for that output. And also, what the correct order of instructions for such an output or programs is, generally. That start point is too complex for a beginner of OpenGL like me and I don't know how to make the issue solved. What are your ideas please? What is the way to figure both the code and the whole program out correctly please?
      I wish I'd read a reference that would teach me OpenGL through a step-by-step method. 
  • Popular Now