After making a few changes in my application, my textures are no longer showing. So far I've checked the following:
- The camera direction hasn't changed.
- I can see the vectors (when colored instead of textured).
Any usual suspects?
After making a few changes in my application, my textures are no longer showing. So far I've checked the following:
Any usual suspects?
You may want to check the following:
glEnable(GL_TEXTURE_2D);
presence
glBindTexture(GL_TEXTURE_2D,
texture[i]);
and
glBindTexture(GL_TEXTURE_2D, 0);
when you don't need texture anymore
glEnable(GL_TEXTURE_2D);
fixed my problem. Thank you. –
Gant glUseProgram(0)
resolved the issue, because on another place of my code I forgot to reset that. –
Pachisi One common problem I run into from time to time is
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
but I forgot to supply mipmaps. Quickfix:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
A few more things to check:
I assume you had the must have operations implemented like glEnable(GL_TEXTURE_2D) and the texture binding since your textures worked fine before and then suddenly they just won't show.
If you are doing Object Oriented code you might want to have the texture generation happen when the thread that is actually doing the draw is instanced, in other words: avoid doing it in constructors or a call coming from a constructor, this might instance your texture object before the window or the app that is going to use it is on.
What I usually do is that I create a manual Init function of the texture creation that is called in the Init function of the App. Therefore I guarantee that the App exist when the binding occurs.
More info here: http://www.opengl.org/wiki/Common_Mistakes#The_Object_Oriented_Language_Problem
Took me some while to figure this out...
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
Also make sure to unbind your stuff:
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
If you use a third party engine, which is optimized, it probably has a "direct state access" layer for OpenGL (to not use the slow OpenGL query functions). If so, don't call OpenGL directly, but use the engine wrappers. Otherwise your code doesn't play nice with the rest of the engine code.
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