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create texture from PNG raw pixel

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I want to create a texture when I receive a byte array. This byte array is converted first to QImage and after I bind it to the texture. When I run the program, it shows it for a second and then it jumps out. Do you know why?

 

This is where I receive the byte array:

void GlWidget::pixmapCatchFromForm(QByteArray bytes)
{
    QImage image((const uchar* )bytes.constData(), glWidth, glHeight, QImage::Format_ARGB32);
    texture = bindTexture(image);
    qDebug() << texture; // returns 1
}

and here I render:

void GlWidget::paintGL()
{
    //! [5]
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    QMatrix4x4 mMatrix;
    QMatrix4x4 vMatrix;

    QMatrix4x4 cameraTransformation;
    cameraTransformation.rotate(alpha, 0, 1, 0);
    cameraTransformation.rotate(beta, 1, 0, 0);

    QVector3D cameraPosition = cameraTransformation * QVector3D(0, 0, distance);
    QVector3D cameraUpDirection = cameraTransformation * QVector3D(0, 1, 0);

    vMatrix.lookAt(cameraPosition, QVector3D(0, 0, 0), cameraUpDirection);

    //! [6]
    shaderProgram.bind();

    shaderProgram.setUniformValue("mvpMatrix", pMatrix * vMatrix * mMatrix);

    shaderProgram.setUniformValue("texture", 0);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glActiveTexture(0);

    shaderProgram.setAttributeArray("vertex", vertices.constData());
    shaderProgram.enableAttributeArray("vertex");

    shaderProgram.setAttributeArray("textureCoordinate", textureCoordinates.constData());
    shaderProgram.enableAttributeArray("textureCoordinate");

    glDrawArrays(GL_TRIANGLES, 0, vertices.size());

    shaderProgram.disableAttributeArray("vertex");

    shaderProgram.disableAttributeArray("textureCoordinate");

    shaderProgram.release();
}
Edited by saman_artorious

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What does “shaderProgram.release();” do?

Do you present only to 1 Qt widget?

 

 

 

L. Spiro

Edited by L. Spiro

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