Been trying to sample from a 1D texture (.png), got a model with the correct texture coordinates and all but I just can't get the texture to show up. The geometry is rendering just black, there must be something I have missunderstood about textures in OpenGL but can't see it.
Any pointers?
C++
// Setup
GLint texCoordAttrib = glGetAttribLocation(batch_shader_program, "vTexCoord");
glVertexAttribPointer(texCoordAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex<float>), (const void *)offsetof(Vertex<float>, texCoord));
glEnableVertexAttribArray(texCoordAttrib);
// Loading
GLuint load_1d_texture(std::string filepath) {
SDL_Surface *image = IMG_Load(filepath.c_str());
int width = image->w;
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_1D, texture);
glTexImage2D(GL_TEXTURE_1D, 0, GL_RGBA, width, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
SDL_FreeSurface(image);
return texture;
}
// Rendering
glUseProgram(batch.gl_program);
glBindTexture(GL_TEXTURE_1D, batch.mesh.texture.gl_texture_reference);
glDraw***
Vertex Shader
#version 330 core
in vec3 position;
in vec4 vColor;
in vec3 normal; // Polygon normal
in vec2 vTexCoord;
// Model
in mat4 model;
out vec4 fColor;
out vec3 fTexcoord;
// View or a.k.a camera matrix
uniform mat4 camera_view;
// Projection or a.k.a perspective matrix
uniform mat4 projection;
void main() {
gl_Position = projection * camera_view * model * vec4(position, 1.0);
fTexcoord = vec3(vTexCoord, 1.0);
}
Fragment Shader
#version 330 core
in vec4 fColor;
out vec4 outColor;
in vec3 fTexcoord; // passthrough shading for interpolated textures
uniform sampler1D sampler;
void main() {
outColor = texture(sampler, fTexcoord.x);
}
GL_NEAREST_MIPMAP_LINEAR
. When no mipmaps are present, the filtered value is always black. – BDL