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OpenGL Textures display as white boxes

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First off, I'm new to using OpenGL.
I'm loading my textures from SDL, saving them in a texture class and then displaying them with an inventively named 'display' function. But instead of displaying the images, it displays a white box the size of the image. I'll include all the code I think is relevant.

Initialization:

if(SDL_Init(SDL_INIT_EVERYTHING) == -1)
throw("Failed to initialize");
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(bWindowed)
m_sdlScreen = SDL_SetVideoMode(nScreenWidth, nScreenHeight, nScreenBPP, SDL_OPENGL | SDL_SWSURFACE | SDL_RESIZABLE);
else m_sdlScreen = SDL_SetVideoMode(nScreenWidth, nScreenHeight, nScreenBPP, SDL_OPENGL | SDL_SWSURFACE | SDL_RESIZABLE | SDL_FULLSCREEN);
if(!m_sdlScreen)
throw("Failed screen creation");

glEnable(GL_TEXTURE_2D);

// Set clear colour
glClearColor(0.5, 0.5, 0.5, 0);
glViewport(0, 0, nScreenWidth, nScreenHeight);
glClear(GL_COLOR_BUFFER_BIT);

// Set projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, nScreenWidth, nScreenHeight, 0, -1, 1);
// Set model view matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(glGetError() != GL_NO_ERROR){throw("Error initializing OpenGL");}

SDL_WM_SetCaption(chHeader, NULL);


Texture class constructor: it takes a file name, which it uses to load an SDL_Surface which it then converts to a texture (or not, as the case may be).
The Texture class has width, height and a GLuint pointer as members.
strFilename is the string passed, btw.

SDL_Surface *p_sdlLoadedImage = LoadImage(strFilename);
// Check for errors

if(p_sdlLoadedImage == NULL)
throw("Loaded image is NULL");
if((p_sdlLoadedImage->w & (p_sdlLoadedImage->w - 1)) != 0)
throw("Texture image width is not a power of 2");
if((p_sdlLoadedImage->h & (p_sdlLoadedImage->h - 1)) != 0)
throw("Texture image height is not a power of 2");


SDL_Surface *sdlImage = SDL_CreateRGBSurface(SDL_SWSURFACE, p_sdlLoadedImage->w, p_sdlLoadedImage->h, WINDOW.GetScreenBPP(),
#if SDL_BYTEORDER == SDL_LIL_ENDIAN // OpenGL RGBA masks
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000
#else
0xFF000000,
0x00FF0000,
0x0000FF00,
0x000000FF
#endif
);

m_nWidth = sdlImage->w;
m_nHeight = sdlImage->h;
if(sdlImage == NULL){throw("Error creating surface code: 666");}

// Save the alpha blending attributes
Uint32 uSavedFlags = p_sdlLoadedImage->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
Uint8 uSavedAlpha = p_sdlLoadedImage->format->alpha;

if((uSavedFlags & SDL_SRCALPHA) == SDL_SRCALPHA){SDL_SetAlpha(p_sdlLoadedImage, 0, 0);}

// Copy the surface into the GL texture image
SDL_Rect sdlOffset;
sdlOffset.x = 0;
sdlOffset.y = 0;
SDL_BlitSurface(p_sdlLoadedImage, NULL , sdlImage, &sdlOffset);

// Restore the alpha blending attributes
if((uSavedFlags & SDL_SRCALPHA) == SDL_SRCALPHA){SDL_SetAlpha(p_sdlLoadedImage, uSavedFlags, uSavedAlpha);}
GLuint *glTexture;
//Create an OpenGL texture for the image
glBindTexture(GL_TEXTURE_2D, *glTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_sdlLoadedImage->w, p_sdlLoadedImage->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, sdlImage->pixels);

SDL_FreeSurface(sdlImage);
SDL_FreeSurface(p_sdlLoadedImage);
mp_glTexture = glTexture;


Then in my main class' constructor there's this:

for(int aaa = 0; aaa < nNumFiles; aaa++)
{
mp_vsdlResources.push_back(new Texture(astrFiles[aaa]));
}


The image display function:

void DisplayTexture(const int &nX, const int &nY, Texture *p_sdlSource, SDL_Rect *p_sdlClip)
{
bool bClip = true;
if(p_sdlClip->x < 0 && p_sdlClip->y < 0) // Show whole thing
bClip = false;
//Bind the texture to which subsequent calls refer to
glBindTexture(GL_TEXTURE_2D, *p_sdlSource->GetTexture());

glBegin(GL_QUADS);

//Top-left vertex (corner)
if(bClip)
glTexCoord2f(p_sdlClip->x / p_sdlSource->GetWidth(), p_sdlClip->y / p_sdlSource->GetHeight());
else glTexCoord2i(0, 0);
glVertex3f(nX, nY, 0);

//Top-right vertex (corner)
if(bClip)
glTexCoord2f((p_sdlClip->x + p_sdlClip->w) / p_sdlSource->GetWidth(), p_sdlClip->y / p_sdlSource->GetHeight());
else glTexCoord2i(1, 0);
glVertex3f(nX + p_sdlClip->w, nY, 0);

//Bottom-right vertex (corner)
if(bClip)
glTexCoord2f((p_sdlClip->x + p_sdlClip->w) / p_sdlSource->GetWidth(), (p_sdlClip->y + p_sdlClip->h) / p_sdlSource->GetHeight());
else glTexCoord2i(1, 0);
glVertex3f(nX + p_sdlClip->w, nY + p_sdlClip->h, 0);

//Bottom-left vertex (corner)
if(bClip)
glTexCoord2f(p_sdlClip->x / p_sdlSource->GetWidth(), (p_sdlClip->y + p_sdlClip->h) / p_sdlSource->GetHeight());
else glTexCoord2i(1, 0);
glVertex3f(nX, nY + p_sdlClip->h, 0);

glEnd();
}

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You mention constructors some times; are you sure the textures are loaded after creating the rendering context and not before? No OpenGL-command can be called before the rendering context is created, which I assume is done in SDL_SetVideoMode.

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What hardware are you using? Specifically what graphics card, and driver. Some integrated chipsets (such as those found on low-end workstations and laptops) don't support textures that don't have widths and heights that are Non-Power of Two (NPOT).

What size is the texture you're trying to use?

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Why? Why would you possibly want to go through the hassle of generating unique id's and keeping track of them, when a simple call to glGenTextures() does all that for you?

Use the tools you are provided with. glGenTextures() is not something to be avoided.

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I was under the impression glGenTexture generated handles for the textures... It genereates unique IDs? Is it the IDs you are supposed to use when calling glBindTexture() or glTexImage2D(), then?

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Here is some code below that should generate a texture, take away from it what you will. I've not used SDL, but that just provides the data, the OpenGL part is the same.


GLuint textureID = 0;

textureID = glGenTextures();

glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, someData);




Note that width, height, and someData need to be subsituted for their SDL counterparts.

This will take 24-bit RGB data and turn it into a texture.

What you then want to do when you're rendering is do


glBindTexture(GL_TEXTURE_2D, textureID);

// Draw Primitive



Hope this helps. Also please note, that this is code I've taken off the top of my head, please excuse any typo's or small anomalies, but the theory is there and should help you out.

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OK, I think I've got it working now. Thanks a lot for the help :)

I was thinking glGenTexture generated a handle for the texture (not an ID) and that you used the handle in functions like glBindTexture(), when you are supposed to use the ID instead. Why I'd think and unsigned int represented an actual texture I don't know, but I did...

Thanks again :)

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Well the ID is effectively a handle. Once you've created the texture, and passed the data to OpenGL, the only thing you will need to refer to is the ID that glGenTextures() returns.

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      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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