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Enerjak

OpenGL FreeImage Texture not appearing on the OpenGL polygon.

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Weirdest thing.....I decided to use Free Image to load my images in OpenGL and it worked........well, almost. The texture loads using FreeImage but seems like it's not being mapped to the polygon at all. here's a screen shot of the current scene.

 

http://puu.sh/2L0gf.jpg

 

As you can see, the texture loaded as I'm creating a quad based on the width and height of the image so that works. What I don't get is, why isn't it mapped to the polygon? (I have GL_TEXTURE_2D) turned on....here's the code to load a freeimage texture.

 

bool Texture::loadTexture(const char* texName, const char* fileName, int texID,
	GLenum image_format, GLuint internal_format, GLuint level, GLuint border)
{
	this->texID = (GLuint)texID;
	
	mFormat = FreeImage_GetFileType(fileName);

	if(mFormat == FIF_UNKNOWN)
		mFormat = FreeImage_GetFIFFromFilename(fileName);

	if(mFormat == FIF_UNKNOWN)
		return false;
	
	if(FreeImage_FIFSupportsReading(mFormat))
		mBitmap = FreeImage_Load(mFormat,fileName);
	if(!mBitmap)
		return false;

	mData = FreeImage_GetBits(mBitmap);
	mWidth = FreeImage_GetWidth(mBitmap);
	mHeight = FreeImage_GetHeight(mBitmap);

	if((mData == 0) || (mWidth == 0) || (mHeight == 0))
		return false;
	glEnable(GL_TEXTURE_2D);
	glGenTextures(1, &this->texID);
	//glBindTexture(GL_TEXTURE_2D,this->texID);
	glTexImage2D(GL_TEXTURE_2D, level, internal_format, mWidth, mHeight,
		border, image_format, GL_UNSIGNED_BYTE, mData);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering

	FreeImage_Unload(mBitmap);
	return true;
}

 

that seems OK, so i don't know what it could be.... I looked at the texture manager example with some modifications due to my texture class, please let me know.

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By popular demand (actually it's not really popular demand, you get it.) here's more code this is from my entity class (set texture) this is the draw function of the sprite class which inherits Entity.

 

void Sprite::draw()
{
	glPushMatrix();
	glTranslated(mPosition.getX(), mPosition.getY(),mPosition.getZ());
	glRotated(this->mSpin,0,0,1);
	glScaled(this->getScale().getX(),this->getScale().getY(),this->getScale().getZ());
	glTranslated(-mPosition.getX(), -mPosition.getY(), -mPosition.getZ());

	glBegin(GL_TRIANGLES);

		for(int i = 0; i < Vertices.size(); i++)
		{
			VertexPT* v = (VertexPT*)Vertices[i];

			if(mTexture != nullptr)
			{
				glColor4d(this->mRed,this->mGreen,this->mBlue,this->mAlpha);
				glTexCoord2d(v->getU(),v->getV());
				glColor4d(v->getRed(),v->getGreen(),v->getBlue(),v->getAlpha());
				glBindTexture(GL_TEXTURE_2D,mTexture->getTexID());
			}
			else
			{
				glColor4d(v->getRed(),v->getGreen(),v->getBlue(),v->getAlpha());
				glBindTexture(GL_TEXTURE_2D,NULL);
			}
			glVertex2d(v->getVertex().getX() + mPosition.getX(), v->getVertex().getY() + mPosition.getY());
		}
	glEnd();

	if(bTurnDebugOn)
	{
		
		glBegin(GL_LINES);
			if(!glIsEnabled(GL_BLEND))
			{
				glEnable(GL_BLEND);
				glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

			}

			if(glIsEnabled(GL_BLEND))
			{
				glColor4d(1.0,0.0,0.0,0.5);
			}
			else
			{
				glColor3d(1.0,0.0,0.0);
			}
			glVertex2d(mPosition.getX(),mPosition.getY());
			glVertex2d(mPosition.getX() + 200,mPosition.getY());

			if(glIsEnabled(GL_BLEND))
			{
				glColor4d(0.0,1.0,0.0,0.5);
			}
			else
			{
				glColor3d(0.0,1.0,0.0);
			}
			glVertex2d(mPosition.getX(),mPosition.getY());
			glVertex2d(mPosition.getX(),mPosition.getY() - 200);
		glEnd();

		
	}
	else
	{
		glDisable(GL_BLEND);
	}
	glPopMatrix();
}

 

this is the main.cpp code:

 

// main.cpp.

#include <iostream>
#include <string>
#include <ios>
#include <gl/glut.h>
#include <gl/GL.h>
#include "Sprite.h"
#include "EntityManager.h"

#define ROOT_DIR "CakeWalk/"

#pragma comment(lib,"IrrationalLib.lib")
#pragma comment(lib,"SOIL.lib")

using namespace std;

Sprite* s = nullptr;
Texture* t = nullptr;
EntityManager* mgr = nullptr;
void Init();
void reshape(int width, int height)
{
	glViewport(0,0,width,height);
	if(!glIsEnabled(GL_TEXTURE_2D))
		glEnable(GL_TEXTURE_2D);
}
void display()
{
	glClear(GL_COLOR_BUFFER_BIT );
	
	mgr->draw();
	glutSwapBuffers();
}

const GLubyte* getError()
{
	GLenum e = glGetError();
	const GLubyte* err = gluErrorString(e);

	return err;
}
void Init()
{
	glClearColor(0,0,0,1);
	glColor4d(1,1,1,1);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0,720,480,0);
	t = new Texture();
	FreeImage_Initialise();

	t->loadTexture("Texture","bioshock_infinite.jpg",0,GL_RGB,GL_RGB,1,1);
	

	s = new Sprite();
	s->setDebug(true);
	s->setTexture(t);
	s->createEntity();
	s->setPosition(720/2,480/2,0);
	s->setScale(0.5,0.5,0.5);
	s->setColor(0,1,1,1);
	s->setRotZ(0);

	mgr = new EntityManager("Level_One");
	mgr->addEntity(s);

}
int main(int argc, char** argv)
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_MULTISAMPLE | GLUT_DEPTH);
	glutInitWindowPosition(0,0);
	glutInitWindowSize(720,480);
	glutCreateWindow("Cake walk");
	Init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	cout << "Is texturing enabled: " << (bool)glIsEnabled(GL_TEXTURE_2D) << endl;
	cout << "Texture width = " << t->getWidth() << endl;
	cout << "Texture height = " << t->getHeight() << endl;
	//cout << "Texture data = " << t->getData() << endl;
	glutMainLoop();
	
	FreeImage_DeInitialise();
	
	return 0;
}

 

should I just upload the whole project somewhere and link to it?

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You cannot bind texture inside a glBegin/glEnd pair, you have to bind the texture before calling glBegin. But that actually lead me to something I didn't notice in your first post: you have commented out the glBindTexture after generating a texture ID but before you start working with the texture. You must bind the texture to upload its image data and set its filter parameters and such, but you have commented out that line.

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Ok, I put the glBindTexture inside the load texture function, and I also changed the Sprite::draw function. here they are:

 

loadTexture function:

 

bool Texture::loadTexture(const char* texName, const char* fileName, int texID,
	GLenum image_format, GLuint internal_format, GLuint level, GLuint border)
{
	this->texID = (GLuint)texID;
	
	mFormat = FreeImage_GetFileType(fileName);

	if(mFormat == FIF_UNKNOWN)
		mFormat = FreeImage_GetFIFFromFilename(fileName);

	if(mFormat == FIF_UNKNOWN)
		return false;
	
	if(FreeImage_FIFSupportsReading(mFormat))
		mBitmap = FreeImage_Load(mFormat,fileName);
	if(!mBitmap)
		return false;

	mData = FreeImage_GetBits(mBitmap);
	mWidth = FreeImage_GetWidth(mBitmap);
	mHeight = FreeImage_GetHeight(mBitmap);

	if((mData == 0) || (mWidth == 0) || (mHeight == 0))
		return false;
	
	cout << "Error = " << getError() << endl;
	glGenTextures(1, &this->texID);
	cout << "Error = " << getError() << endl;
	glBindTexture(GL_TEXTURE_2D,this->texID);
	glTexImage2D(GL_TEXTURE_2D, level, internal_format, mWidth, mHeight,
		border, image_format, GL_UNSIGNED_BYTE, mData);
	cout << "Error = " << getError() << endl;
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
	cout << "Error = " << getError() << endl;
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
	cout << "Error = " << getError() << endl;
	FreeImage_Unload(mBitmap);
	return true;
}

 

Sprite::draw:

 

void Sprite::draw()
{
	glPushMatrix();
	glTranslated(mPosition.getX(), mPosition.getY(),mPosition.getZ());
	glRotated(this->mSpin,0,0,1);
	glScaled(this->getScale().getX(),this->getScale().getY(),this->getScale().getZ());
	glTranslated(-mPosition.getX(), -mPosition.getY(), -mPosition.getZ());

	glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D,mTexture->getTexID());
	glBegin(GL_TRIANGLES);

		for(int i = 0; i < Vertices.size(); i++)
		{
			VertexPT* v = (VertexPT*)Vertices[i];

			
				glColor4d(this->mRed,this->mGreen,this->mBlue,this->mAlpha);
				glTexCoord2d(v->getU(),v->getV());
				glColor4d(v->getRed(),v->getGreen(),v->getBlue(),v->getAlpha());
				//glBindTexture(GL_TEXTURE_2D,mTexture->getTexID());
				glVertex2d(v->getVertex().getX() + mPosition.getX(), v->getVertex().getY() + mPosition.getY());
		}
	glEnd();

	if(bTurnDebugOn)
	{
		
		glBegin(GL_LINES);
			if(!glIsEnabled(GL_BLEND))
			{
				glEnable(GL_BLEND);
				glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

			}

			if(glIsEnabled(GL_BLEND))
			{
				glColor4d(1.0,0.0,0.0,0.5);
			}
			else
			{
				glColor3d(1.0,0.0,0.0);
			}
			glVertex2d(mPosition.getX(),mPosition.getY());
			glVertex2d(mPosition.getX() + 200,mPosition.getY());

			if(glIsEnabled(GL_BLEND))
			{
				glColor4d(0.0,1.0,0.0,0.5);
			}
			else
			{
				glColor3d(0.0,1.0,0.0);
			}
			glVertex2d(mPosition.getX(),mPosition.getY());
			glVertex2d(mPosition.getX(),mPosition.getY() - 200);
		glEnd();

		
	}
	else
	{
		glDisable(GL_BLEND);
	}
	glPopMatrix();
}

 

i've made all these changes and still nothing.....man, DirectX seems way easier to deal with textures/locking/unlocking

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*sigh* I've tried everything I could possibly think of.....I might just use polygons the way they are for now (this is for a school project that's due on the last day of class and I wanted to use Texture maps.)

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This is how my freeImage loader looks
//-----------------------------------------------------------------------------------------------------------------------------------------------
void loadTexture(char *textureFileName, GLuint &textureMapID)
{
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(textureFileName, 0);
 
FIBITMAP *dib = FreeImage_Load(fifmt, textureFileName,0);
 
FIBITMAP *temp = dib;
    dib = FreeImage_ConvertTo32Bits(temp);
    FreeImage_Unload(temp);
 
    if( dib != NULL )
{
     
        glGenTextures( 1, &textureMapID );
        glBindTexture( GL_TEXTURE_2D, textureMapID );
     
         
        BYTE *pixels = (BYTE*)FreeImage_GetBits(dib);
     
       
        ConfigureAndLoadTexture(pixels,  FreeImage_GetWidth(dib),  FreeImage_GetHeight(dib) );        
       
       
        free(pixels);
        FreeImage_Unload(dib);
}
 
}
 
void ConfigureAndLoadTexture(GLubyte *textureData, GLint texWidth, GLint texHeight )
{
 
        #ifdef __APPLE__
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
        glGenerateMipmap(GL_TEXTURE_2D);
        #endif
     
        #ifdef WIN32
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE );
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, textureData);
        #endif
}

//================================================

So you can find a matching set of freeImage files the sizes are ->> freeImage.h = 42.4 KB, FreeImage.lib = 52.5KB, FreeImage.dll = 1.00MB

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