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c++openglpngtexturesalpha

Loading PNG with stb_image for OpenGL texture gives wrong colors


I am using stb_image to load a 32-bit PNG file (RGBA) and I am creating an OpenGL texture with it.

It works fine for 24-bit PNG files (with no alpha channel), but when I use a 32-bit PNG file, something goes wrong.

This is what the texture should look like:

Texture

And this is what it looks like when rendered with OpenGL (the black parts are meant to be transparent, and are when I enable blending):

Wrong Texture

This is how I load the texture:

int w;
int h;
int comp;
unsigned char* image = stbi_load(filename.c_str(), &w, &h, &comp, STBI_rgb);

if(image == nullptr)
    throw(std::string("Failed to load texture"));

glGenTextures(1, &m_texture);

glBindTexture(GL_TEXTURE_2D, m_texture);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

if(comp == 3)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
else if(comp == 4)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);

glBindTexture(GL_TEXTURE_2D, 0);

stbi_image_free(image);

And these are the window parameters (using SDL)

SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);

What is happening?


Solution

  • Changing the STBI_rgb to STBI_rgb_alpha in the stbi_load function call fixed it.

    Probably best not to specify RGB when its RGBA :D