I have written a very simple OpenGL program using glfw and glew. It compiles fine and runs, but the simple texture I am passing to the fragment shader is not being displayed.
The only geometry is a single quad.
I am only trying to display a single solid color, the first element of the texture. I know that the fragment shader works at all because I can display a solid color without the texture:
#version 320 es
mediump out vec4 color;
precision mediump float;
precision mediump sampler2D;
in vec2 texCoord;
uniform sampler2D tex;
void main() {
color = vec4(0.5, 0.75, 0.5, 1.0);
}
However, when I use the texture sampler I get nothing, like the sampler is sampling only 0s (changing only main()
):
void main() {
color = vec4(texture(tex, vec2(0, 0)).rgb, 1);
}
I am populating and generating the texture in what I believe is the correct manner (TEX_SIZE
is defined as #define TEX_SIZE (32*32)
):
//Texture Data
GLfloat texData[TEX_SIZE * 3] = {1.0};
//Create texture
GLuint tex;
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 32, 32, 0, GL_RGB, GL_FLOAT, texData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
And here is the entire draw loop:
//Render loop
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS
&& !glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
//Texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1i(glGetUniformLocation(programID, "tex"), 0);
//Draw the quad
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, gVertices);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, gIndices);
glDisableClientState(GL_VERTEX_ARRAY);
if (glGetError()) {
puts((char *)glewGetErrorString(glGetError()));
}
glfwSwapBuffers(window);
glfwPollEvents();
}
Why is this happening? I'm totally stuck.
EDIT: Changed the array initialization, as per suggestion:
//Texture Data
GLfloat texData[TEX_SIZE * 3];
for (int i = 0; i < TEX_SIZE * 3; i++) {
texData[i] = 1.0;
}
There was no change. Output is still all black.
The initial value of GL_TEXTURE_MIN_FILTER
is GL_NEAREST_MIPMAP_LINEAR
. But you don't generate mipmaps. This causes that the texture is not complete.
OpenGL ES 3.2 Specification; 8.17 Texture Completeness; page 205
A texture is said to be complete if all the texture images and texture parameters required to utilize the texture for texture application are consistently defined.
... a texture is complete unless any of the following conditions hold true:
- The minification filter requires a mipmap (is neither
NEAREST
norLINEAR
), and the texture is not mipmap complete.
Change the texture minification filter (glTexParameteri
) to solve your issue:
e.g.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);