So, I have looked at all similar questions in this website and others, and I failed to find an answer to why my texture fails to load. I'm sure the texture is read properly, however, it is just not applied correctly. Here's my code:
Getting the texture:
glGenTextures(NumTextures, textures);
glActiveTexture( GL_TEXTURE0 );
// load and bind tree texture
readPPM6("textures/tree_trunk.pbm", treeTex);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB,
GL_UNSIGNED_BYTE, treeTex);
Binding the object:
// VAO[Tree]
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vElements[TreeE]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*treeIndices.size(), treeIndices.data(), GL_STATIC_DRAW);
glBindVertexArray(vArrays[TreeA]);
glBindBuffer(GL_ARRAY_BUFFER, vBuffers[TreeB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*treeVertices.size() + sizeof(vec2) * 90, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat)*treeVertices.size(), treeVertices.data());
glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat)*treeVertices.size(), sizeof(vec2)*90,
treeTexCoords);
glUseProgram( texture );
vPosition = glGetAttribLocation( texture, "vPosition" );
glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(vPosition);
vTexCoord = glGetAttribLocation( texture, "vTexCoord" );
glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0,
(const void*) ((sizeof(GLfloat) * treeVertices.size())));
glEnableVertexAttribArray( vTexCoord );
glUniform1i(glGetUniformLocation(texture, "texture"), 0);
glBindVertexArray(0);
Drawing the tree:
glUseProgram(texture);
proj_loc = glGetUniformLocation(texture, "projection");
model_view_loc = glGetUniformLocation(texture, "modelview");
glUniformMatrix4fv(proj_loc, 1, GL_TRUE, projmat);
glUniformMatrix4fv(model_view_loc, 1, GL_TRUE, modelmat);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFF);
glBindVertexArray(vArrays[TreeA]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vElements[TreeE]);
glEnable(GL_TEXTURE_2D);
glActiveTexture( GL_TEXTURE0 );
glBindTexture(GL_TEXTURE_2D, textures[0]);
glDrawElements(GL_TRIANGLE_STRIP, treeIndices.size(), GL_UNSIGNED_SHORT, NULL);
glDisable(GL_PRIMITIVE_RESTART);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glBindVertexArray(0);
The way the tree was created:
getCylinderVertices(treeVertices, 10.0, 3.0, 10);
getCylinderIndices(treeIndices, 10);
getConeVertices(treeVertices, 10.0, 15.0, 6.0, 10);
for (int i = 0; i < 10; i++)
{
treeIndices.push_back(60+i*3);
treeIndices.push_back(60+i*3+1);
treeIndices.push_back(60+i*3+2);
treeIndices.push_back(0xFFFF);
}
treeTexCoords = new vec2[90];
for (int i = 0; i < 10; i++)
{
treeTexCoords[i*6] = vec2(0.0, 0.0);
treeTexCoords[i*6+1] = vec2(0.0, 0.2);
treeTexCoords[i*6+2] = vec2(0.0, 0.0);
treeTexCoords[i*6+3] = vec2(1.0, 0.2);
treeTexCoords[i*6+4] = vec2(1.0, 0.0);
treeTexCoords[i*6+5] = vec2(0.0, 0.0);
}
for (int i = 0; i < 30; i++)
{
treeTexCoords[60+i] = vec2(0.0,0.0);
}
Vertex shader:
#version 330 core
attribute vec4 vPosition;
uniform mat4 projection;
uniform mat4 modelview;
attribute vec4 vertex;
attribute vec3 normal;
attribute vec2 vTexCoord;
out vec2 texCoord;
void main()
{
texCoord = vTexCoord;
gl_Position = projection*modelview*vPosition;
}
Fragment shader:
#version 330 core
in vec2 texCoord;
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, texCoord);
}
After fixing a buffer subdata allocation problem, this is how the trees look at the moment: http://i.imgur.com/dMBq9xN.jpg
For reference this is the image I'm using: http://i.imgur.com/QuuQQ5i.jpg
I have solved the final problem, the reader was reading an endline as part of the image, thus everything was shifted to the next color. Thank you all for your help.