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DaniCat

textures turn to white

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Hello everybody, I'm having trouble with textures, and i think it's pretty weird... The thing is that i have a big square with a texture mapped on it, and it works fine, but after 3-4 minutes, the texture disappears and all i can see is the same big square but completely white...without me doing nothing else than looking at the screen. The funy part is that another texture that i have in the application also disappears when the first does, turning also to white... If anybody could help me with this would be great Thanks in advance

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Check to see if your code is somehow binding texture #0, because it is reserved and filled white. Also, make sure you're not binding a texture that hasn't been described yet.

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I've checked if any texture binds #0 and the answer is no [sad].

Both textures are described before binding, because when i start the app i see both objects mapped, each with its texture.

Thanks for your answer anyway



PS:I put the code i use to bind the textures to see if it helps...


glEnable(GL_TEXTURE_2D);
glGenTextures(1, &g_texture);
glBindTexture(GL_TEXTURE_2D, g_texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, rawWidth,
rawHeight, 0, GL_RGB, GL_UNSIGNED_BYTE,
data);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

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Are you calling any other functions during that 3-4 minutes? make sure you aren't disabling GL_TEXTURE_2D anywhere...

it may be a problem in this line:

glGenTextures(1, &g_texture);

if you are using this exact code to generate all your textures, it may be overwriting the previously generated texture. generate all your textures at the same time and if you are generating 2 or 3 than change that 1 to a 2 or 3.

hope this helps

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>>PS:I put the code i use to bind the textures to see if it helps..

you should only do that when u create the texture not every frame
(youve run out of mnemory that way, + i think thats whats happening)

just stick in
glBindTexture(GL_TEXTURE_2D, g_texture);
to rebind the texture

u should see a major speed boost as well

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I was going to say a few causes but you sure your texture coordinates aren't being modified and going out of range. You say there is a time limit on this? Is it constant each time?

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Quote:
Original post by zedz
>>PS:I put the code i use to bind the textures to see if it helps..

you should only do that when u create the texture not every frame
(youve run out of mnemory that way, + i think thats whats happening)

just stick in
glBindTexture(GL_TEXTURE_2D, g_texture);
to rebind the texture

u should see a major speed boost as well


Ok that was it !, thank you very much... i should have seen it myself ! [embarrass]

Thank you very much to all of you for your help !

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