Question: I am trying to map a single 2D image to a 3D texture. When I visualize the output, OpenGL renders a white texture floating in black background. Why is this happening? Is it possible to map a 2D image to a 3D texture?
My goal is to place multiple 2D images along the z-dimension to resemble a volume. An example of such an approach is in this video: http://cvlab.epfl.ch/research/medical/em/synapses
Approaches attempted: I took 2D images and mapped them to 2D textures. I have also used 2D texture arrays. Both of these approaches provide a good result. However, when I tried to paint the surface of a 3D texture with the same image, I get a white texture floating around in a black space.
Code I have followed the texture mapping tutorial that is available on NeHe's website. http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/
Except changes to these three functions, everything else in the program (present in the solution file in the website) is the same.
... // header file declarations
#include <glext.h>
PFNGLTEXIMAGE3DPROC glTexImage3D;
GLuint texture;
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
/* load an image file directly as a new OpenGL texture */
texture = SOIL_load_OGL_texture("Data/NeHe.bmp",SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,S OIL_FLAG_INVERT_Y);
// "Data/NeHe.bmp"
if(texture == 0) {return false;}
glTexImage3D = (PFNGLTEXIMAGE3DPROC) wglGetProcAddress("glTexImage3D");
if (glTexImage3D == NULL)
{
printf("Error in line %d: Couldn't load glTexImage3D function. Aborting.\n", __LINE__);
return -1;
}
glBindTexture(GL_TEXTURE_3D, texture);
glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
//glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 4096, 4096, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
return true;
}
int InitGL(GLvoid)
{
if (!LoadGLTextures())
{ return FALSE; }
glEnable(GL_TEXTURE_3D);
// glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH); //
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective calculations
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);
// glBindTexture(GL_TEXTURE_2D, texture[0]);
glBindTexture(GL_TEXTURE_3D, texture);
glBegin(GL_QUADS);
glTexCoord3f(0.0f, 0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord3f(1.0f, 0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f);
glTexCoord3f(1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
return TRUE;
}
...
glTexImage3D()
)? – genpfaultif(texture == 0)
loop. The breakpoint wasn't taken and the program stepped through that code. Also, uncommenting that line did not help; the output is still the same. – Eagle