Trying to colour terrain points based on texture colour (currently hard coded to vec2(0.5, 0.5) for test purposes - which should be light blue) but all the points are grey. glGetError returns 0 throughout the whole process. I think I might be doing the render process wrong or have a problem with my shaders(?)
Vertex Shader:
void main(){
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Fragment Shader:
uniform sampler2D myTextureSampler;
void main(){
gl_FragColor = texture2D(myTextureSampler, vec2(0.5, 0.5));
}
Terrain Class:
class Terrain
{
public:
Terrain(GLuint pProgram, char* pHeightmap, char* pTexture){
if(!LoadTerrain(pHeightmap))
{
OutputDebugString("Loading terrain failed.\n");
}
if(!LoadTexture(pTexture))
{
OutputDebugString("Loading terrain texture failed.\n");
}
mProgram = pProgram;
mTextureLocation = glGetUniformLocation(pProgram, "myTextureSampler");
};
~Terrain(){};
void Draw()
{
glEnableClientState(GL_VERTEX_ARRAY); // Uncommenting this causes me to see nothing at all
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glVertexPointer(3, GL_FLOAT, 0, 0);
glEnable( GL_TEXTURE_2D );
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBMP);
glProgramUniform1i(mProgram, mTextureLocation, 0);
GLenum a = glGetError();
glPointSize(5.0f);
glDrawArrays(GL_POINTS, 0, mNumberPoints);
a = glGetError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable( GL_TEXTURE_2D );
glDisableClientState(GL_VERTEX_ARRAY);
}
private:
GLuint mVBO, mBMP, mUV, mTextureLocation, mProgram;
int mWidth;
int mHeight;
int mNumberPoints;
bool LoadTerrain(char* pFile)
{
/* Definitely no problem here - Vertex data is fine and rendering nice and dandy */
}
// TEXTURES MUST BE POWER OF TWO!!
bool LoadTexture(char *pFile)
{
unsigned char header[54]; // Each BMP file begins by a 54-bytes header
unsigned int dataPos; // Position in the file where the actual data begins
unsigned int width, height;
unsigned int imageSize;
unsigned char * data;
FILE * file = fopen(pFile, "rb");
if(!file)
return false;
if(fread(header, 1, 54, file) != 54)
{
fclose(file);
return false;
}
if ( header[0]!='B' || header[1]!='M' )
{
fclose(file);
return false;
}
// Read ints from the byte array
dataPos = *(int*)&(header[0x0A]);
imageSize = *(int*)&(header[0x22]);
width = *(int*)&(header[0x12]);
height = *(int*)&(header[0x16]);
// Some BMP files are misformatted, guess missing information
if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
if (dataPos==0) dataPos=54; // The BMP header is done that way
// Create a buffer
data = new unsigned char [imageSize];
// Read the actual data from the file into the buffer
fread(data,1,imageSize,file);
//Everything is in memory now, the file can be closed
fclose(file);
// Create one OpenGL texture
glGenTextures(1, &mBMP);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, mBMP);
// Give the image to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
delete [] data;
data = 0;
return true;
}
};
dataPosvariable, so get rid of it. I'm not sure what thatglTexEnvfdoes, so try commenting it out temporarily. How do you know that no error is occurring? You callglGetError()twice without printing anything. Print it every call. - BWG