I'm trying to load an image with DevIL and then create a texture. I have a class named Texture
, and I'm doing all this stuff in the constructor. A valid context has been created. I'm getting an access violation on the first call to glTextureParameteri()
, so I guess the texture didn't bind correctly. I just see no reason why it would not bind.
Here's the constructor:
Texture::Texture(const std::string& filename){
//DevIL handle for the image
unsigned int ilID;
ilGenImages(1, &ilID);
ilBindImage(ilID);
ilEnable(IL_ORIGIN_SET);
ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
if (!ilLoad(IL_BMP, (ILstring)filename.c_str())){
DebugUtility::gl_log_err("Failed to load image &s\n", filename.c_str()); //Just function that prints to log file
return;
}
ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
glGenTextures(1, &texture);
//"texture" is global GLuint
glBindTexture(GL_TEXTURE_2D, texture);
//LINE BELOW CAUSES ACCESS VIOLATION!
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT),
0, GL_RGBA, GL_UNSIGNED_BYTE, ilGetData());
ilDeleteImages(1, &ilID);
//Again, prints to log file
DebugUtility::gl_log("Succefully loaded and created texture %s", filename.c_str());
}
ilLoad
returns true, since the code inside that if-block is not executed. Here is the error (I'm using Visual Studio 2013):
Unhandled exception at 0x74E1CB49 in projectSDL.exe: 0xC0000005: Access violation executing location 0x00000000.
glTextureParameter()
is standard in OpenGL 4.5. I expected people to confuse it withglTexParameter()
the first time I saw it. Sometimes you wonder about the API design choices in OpenGL... – Monochrome