I am trying to create a gl::Texture object using image data as a BYTE * with the parameters below.
FreeGLUT - I use this to create a 2d texture and bind it to a quad.:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, textureWidth, textureHeight, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, 0); etc etc
This works fine, however I cannot find a way to create a gl::Texture object in Cinder.
text = gl::Texture(loadImage(loadAsset("text.jpg"))); // works with images files
text = gl::Texture(data, GL_RGBA8, 640, 480); // BTYE * data This gives me a grey screen -
This seemed the most likely, however I have no idea what to do with Format format = format();
Texture (const unsigned char *data, int dataFormat, int aWidth, int aHeight, Format format=Format())
I really have no understanding of how this works and cant find any better tutorials online. Thanks.
apparently dataFormat
is the format parameter to glTexImage2D and should be something like GL_RGBA
or GL_RGB
(or GL_BGRA_EXT
as in the example you provided)
What you want is the "internal format" which is set via the Format
struct. So you set it like:
gl::Texture::Format fmt;
fmt.setInternalFormat(GL_RGBA8);
text = gl::Texture(data, GL_RGBA, 640, 480, fmt);
The GL_UNSIGNED_BYTE
format is pre-set in that constructor of the cinder wrapper
Sometimes it can be easier to just look at the code instead of trying to find the 100% applicable documentation