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OpenGL vs 2010 C++:can i use texture1D and texture2D at the same program?

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i'd recently written a program about fractals. i would like to show a png file to the screen at the beginning of the program to illustrate the various key broad commands for using the program. in my fractal program, i used a raw file texture1D for palette for the fractals. because the splashscreen is 2d, when i ran the program, the color of my fractals is different. i wonder if that is the problem with my program or that opengl does not allow one to use both texture 1D and 2D at the same time.


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[quote name='nickme' timestamp='1353644402' post='5003372']
is the problem with my program
Yes. There should be no issues using 1D,2D,3D,cube whatever textures concurrently :D

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[source lang="cpp"]#include <math.h>
#include <stdio.h>
#include <gl/glut.h>
GLuint SplashScreen;

const GLint win_sizeX = 1024, win_sizeY = 1024;
const GLint w = 1024.0, h = 1024;
const GLdouble wleft = -win_sizeX *0.5, wright = win_sizeX *0.5, wtop = win_sizeY * 0.5, wbottom = - win_sizeY * 0.5;

void clear()
glClearColor(1.0, 1.0, 0.0, 1.0);

GLuint LoadTexture2D( const char * filename, int width, int height)
GLuint texture;
FILE * file;

file = fopen( filename, "rb" );
if ( file == NULL ) {

GLubyte * data = new unsigned char [width * height * 4];

fread( data, 1, width * height * 4, file );
fclose( file );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures( 1, &texture );

glBindTexture( GL_TEXTURE_2D, texture );


glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);

delete [] data;
return texture;

void display_splash_screen(int time)
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, SplashScreen);

glBegin( GL_QUADS );

glTexCoord2d(0.0,0.0); glVertex2d(wleft, wtop);
glTexCoord2d(1.0,0.0); glVertex2d(wright, wtop);
glTexCoord2d(1.0,1.0); glVertex2d(wright, wbottom);
glTexCoord2d(0.0,1.0); glVertex2d(wleft, wbottom);


void init()

glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
SplashScreen = LoadTexture2D("SplashScreen.raw", w, h);

void render() {

void winReshapeFcn(GLint newWidth, GLint newHeight)
glutReshapeWindow(w, h);
gluOrtho2D(wleft, wright, wbottom, wtop);

void processNormalKeys(unsigned char key, int x, int y)
if (key == 27)

int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(0, 0);
glutInitWindowSize(win_sizeX, win_sizeY);
glutCreateWindow(" Texture testing ");


glDeleteTextures(1, &SplashScreen);

return 0;

i copy and paste the program to a smaller program to test the 2d texture loading function. i include the source code for the program below. following that is the splashscreen that it suppose to render and finally the actual output from the program.

thank in advance.

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apparrently, i can only attach one image at one time. here is the splash screen of the actual file. it seem i can not upload the raw file so i loaded the equivalent png file instead.

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hi mhagain:

i checked the dimension of the raw file with photo shop, it is 1024X1024. but i am not sure what the bpp is. how to find that out or change it? i originally created the splashscreen in png format, because i don't know how to load png file, i convert it to raw file with "total image converter" i found on the web.


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finally, i got the above program to works. however, when i added the LoadTexre2D to my fractals program, it messed up the color of my fractals when rendered after the display splash screen. i tried to put glLoadIdentity() and glPushMatrix and glPopMatrix between display as it to insulate the color buffer but the problem still persists. i know, that is not very smart.

what should i look at? is it because i used texture1D and texture2D?

any advice will be appreciated. Edited by nickme

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the following attached file show a image when i ran the fractal program without the splashscreen 2D texture. the next attachment show the fractal rendered with splashscreen 2D texture, it looks like a negative film.

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i finally figured out what was wrong with my program. i did not but the glDisable(GL_TEXTURE_2D); after i finished using it. so when i used texture2D, i had the problem that it did.

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