glTexSubImage2D fails on some computers
I use glTexSubImage2D to render characters of a font to a texture when needed. This works almost everywhere, but on some computers, the font just disappears after a while. This is what seems to happen on those computers:
-initial characters are rendered to font using glTexSubImage2D
-font looks good in the game during gameplay and such
-game requests additional characters and these are rendered to the texture
-font entirely disappears in the game
This suggests that the problem may have something to do with the previously rendered frame. Or it may be accidental and may in fact be caused by the phase of the moon.
I am kind of stuck with this, especially since it only fails on some rare computers, so I am hoping somewhere here can help me find the problem.
I'll post the related code below.
Thanks in advance! :)
-initial characters are rendered to font using glTexSubImage2D
-font looks good in the game during gameplay and such
-game requests additional characters and these are rendered to the texture
-font entirely disappears in the game
This suggests that the problem may have something to do with the previously rendered frame. Or it may be accidental and may in fact be caused by the phase of the moon.
I am kind of stuck with this, especially since it only fails on some rare computers, so I am hoping somewhere here can help me find the problem.
I'll post the related code below.
Thanks in advance! :)
This is the code I use to create the font texture:
This is the code that renders to the font texture:
And this is the information on drivers and extensions from one failing computer:
glGenBuffers(1, &pixelBufferObjectID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pixelBufferObjectID); glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, maximumGlyphDataSize, 0, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); const GLuint bytesPerPixel = 2; const GLuint bufferSize = textureSize * textureSize * bytesPerPixel; // create a zero filled buffer GLubyte* imageData = new GLubyte[bufferSize]; memset(imageData, 0, bufferSize); // generate and bind texture unsigned int textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // write the image data to the texture to create an empty texture glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, textureSize, textureSize, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, imageData); // clean up after usage delete[] imageData;
This is the code that renders to the font texture:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pixelBufferObjectID); glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, maximumGlyphDataSize, 0, GL_STREAM_DRAW); void* buffer = glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY); if (buffer) { // copy pixels from glyph to the pixel buffer writeGlyphToPixelBuffer(glyph, buffer); // we are done with copying, unmap the buffer so glTexSubImage2D can use it glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB); // write to this texture, use linear filtering, 0 = from the pixel buffer glBindTexture(GL_TEXTURE_2D, texture.getTextureId()); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexSubImage2D(GL_TEXTURE_2D, 0, slot->pixelPositionLeft, texture.height - slot->pixelPositionTop, maxGlyphSizeInPixels, maxGlyphSizeInPixels, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0); // bind pixel buffer object to update pixel values glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pixelBufferObjectID); } glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
And this is the information on drivers and extensions from one failing computer:
OpenGL GL_VENDOR ATI Technologies Inc.OpenGL GL_RENDERER ATI Mobility Radeon HD 4650OpenGL GL_VERSION 2.1.8306 ReleaseOpenGL GL_EXTENSIONS GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_transform_feedback GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
I'm still wondering what went wrong here, but I fixed this by working around it: instead of updating part of the texture, I now keep the entire texture in normal memory and whenever I change something in it, I delete the texture from video memory and reload it from memory. Not very good for performance, but since this is not done a lot, it isn't noticeable in practice.
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