glteximage2d

How can I use a dynamically sized texture array with glTexImage2D?

Deadly 提交于 2019-12-05 02:41:24
问题 Currently, I'm able to load in a static sized texture which I have created. In this case it's 512 x 512. This code is from the header: #define TEXTURE_WIDTH 512 #define TEXTURE_HEIGHT 512 GLubyte textureArray[TEXTURE_HEIGHT][TEXTURE_WIDTH][4]; Here's the usage of glTexImage2D: glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureArray); And here's how I'm populating the array (rough example, not exact copy from my code): for (int i = 0;

Render QImage with OpenGL

拥有回忆 提交于 2019-12-04 09:37:44
问题 Related to my other question, I think the more central question would be, how you render a QImage with OpenGL? I think the code has to look something like this, but I'm not sure what else I need, besides maybe convertToGLFormat(img) . glEnable(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glGenTextures(1, &offscreenBufferTexture); glBindTexture(GL_TEXTURE_2D, offscreenBufferTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgGL.width(), imgGL.height(), 0, GL_RGBA, GL

How can I use a dynamically sized texture array with glTexImage2D?

流过昼夜 提交于 2019-12-03 21:37:20
Currently, I'm able to load in a static sized texture which I have created. In this case it's 512 x 512. This code is from the header: #define TEXTURE_WIDTH 512 #define TEXTURE_HEIGHT 512 GLubyte textureArray[TEXTURE_HEIGHT][TEXTURE_WIDTH][4]; Here's the usage of glTexImage2D: glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureArray); And here's how I'm populating the array (rough example, not exact copy from my code): for (int i = 0; i < getTexturePixelCount(); i++) { textureArray[column][row][0] = (GLubyte)pixelValue1; textureArray

Possible to glTexImage2d an NPOT image onto a Pow-2 texture without extra allocation?

匿名 (未验证) 提交于 2019-12-03 02:29:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I have discovered that there are still a fair number of drivers out there that don't support NPOT textures so I'm trying to retro-fit my 2D engine (based on OpenTK, which is in turn based on OpenGL) with Texture2D support instead of relying on GL_ARB_texture_rectangle. As part of this I am forcing all NPOTS texture bitmaps to allocate extra space up to the next power-of-2 size so they won't cause errors on these drivers. My question is, do I really have to resize the real bitmap and texture and allocate all that extra memory, or is there a

glTexImage2D: got err pre :( 0x506 internal 0x1908 format 0x1908 type 0x1401

匿名 (未验证) 提交于 2019-12-03 01:05:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: When running my emulator with Android Studio I can't see anything on the emulator screen (everything is black). I get the following Event Log: Emulator:glTexImage2D: got err pre :( 0x506 internal 0x1908 format 0x1908 type 0x1401 I already tried to clean the project and rebuild it but nothing happened. I think it's something related just with the emulator. Does anyone know what's going on? 回答1: Yes, it's all about the emulator. Go to Tools > AVD Manager > Virtual device configuration > Show advanced settings > Boot option > Cool boot Then run

Updating a texture in OpenGL with glTexImage2D

淺唱寂寞╮ 提交于 2019-11-29 20:41:59
Are glTexImage2D and glTexSubImage2D the only ways to pass a buffer of pixels to a texture? At the moment I use in a setup function glTexImage2D passing null as the buffer, and then on the render loop I call glTexSubImage2D with the new buffer data on each iteration. But knowing that the texture will not change any property such as the dimensions, is there any more efficient way to pass the actual pixel data to the rendering texture? Sergey K. In modern OpenGL there are 4 different methods to update 2D textures: glTexImage2D - the slowest one, recreates internal data structures.

Updating a texture in OpenGL with glTexImage2D

我们两清 提交于 2019-11-28 16:21:51
问题 Are glTexImage2D and glTexSubImage2D the only ways to pass a buffer of pixels to a texture? At the moment I use in a setup function glTexImage2D passing null as the buffer, and then on the render loop I call glTexSubImage2D with the new buffer data on each iteration. But knowing that the texture will not change any property such as the dimensions, is there any more efficient way to pass the actual pixel data to the rendering texture? 回答1: In modern OpenGL there are 4 different methods to