Problem with texture. It renders a solid color...

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4 comments, last by Hector San Roman Lanza 11 years, 7 months ago
Hi!

When I try to render a model, this appear with a solid color instead the texture.

This is my GLSL fragment code

#version 330
in vec2 in_uv;
out vec3 out_Color;
uniform sampler2D texture0;
void main(void)
{
out_Color = texture( texture0, in_uv).rgb;
}



GLSL vertex code

#version 330
layout(location=0) in vec4 in_Position;
layout(location=1) in vec2 in_TexCoord;
out vec2 out_uv;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
void main(void)
{
gl_Position = (ProjectionMatrix * ViewMatrix * ModelMatrix) * in_Position;
out_uv = in_TexCoord;
}



I load the texture with SOIL:


GLuint LoadSoilTexture(const char *filename,int w, int h)
{
ifstream in(filename,ios::in);
if(!in)
{
cerr << "No se puede abrir el archivo" << filename << endl;
exit(EXIT_FAILURE);
}
int size = w*h*4;
char* data = new char[size];
in.read(data, size);
in.close();
GLuint textureID = SOIL_load_OGL_texture(
"C:\Crate.bmp",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_INVERT_Y
);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, data);

delete(data);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glGenerateMipmap(GL_TEXTURE_2D);


return textureID;
}







I obtain the uniform texture location:

Texture0UniformLocation = glGetUniformLocation(ShaderIds[0],"texture0");
TextureId = LoadSoilTexture("C:/Crate.bmp",256,256);
glBindTexture(GL_TEXTURE_2D, TextureId);
glActiveTexture(GL_TEXTURE0);
glUniform1i(Texture0UniformLocation, 0);


It took several hours looking for the problem and can not find the solution, I hope someone can help me.
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You don't show the source code for the drawing command, or how you setup the VBO.

It looks tome as if you have not setup the UV coordinates correctly. But the vertex coordinates seem to work.

If you don't setup the UV coordinates, they will be 0 all the time. So you will draw with the pixel color at 0,0.
[size=2]Current project: Ephenation.
[size=2]Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/
try setting the texture parameters before calling glteximage2d
I'm still not entirely familiar with the newer GLSL yet, but you've got "out out_uv" and in in_uv". Surely these variables should have the same name?
Either you have some code somewhere that looks something like glBegin(), followed by a number of commands, and then glEnd(). That is the legacy immediate mode. See http://www.opengl.org/wiki/Legacy_OpenGL for more information.

Or you are creating a Vertex array object and a vertex buffer object. That is thee new way to do things. Regardless, chances are that you have incorrect texture coordinates (also called UV).

I'm still not entirely familiar with the newer GLSL yet, but you've got "out out_uv" and in in_uv". Surely these variables should have the same name?

Hm, now that you mention it. Yes, they should have the same name, as you say! Which they don't.
[size=2]Current project: Ephenation.
[size=2]Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/
Thanks for the answers! The problem was that out_uv and in_uv don´t have the same name.

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