I'm trying to create a texture from a loaded Buffered image like this:
public static long loadTexture(String img) throws IOException{
File imgPath = new File(img);
BufferedImage bufferedImage = ImageIO.read(imgPath);
byte[] pixels = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData();
int id = glGenTextures();
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bufferedImage.getWidth(), bufferedImage.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, ByteBuffer.wrap(pixels));
glGenerateMipmap(GL_TEXTURE_2D);
return id;
}
But this code gives me a java sigsegv error. I am using a Java.nio.Bytebuffer because the sun one isn't supported in java 11. So what am I doing wrong? The Image is loaded correctly, with 4bpp:
//last 2 digits are lenght
FF-AD-6F-CB-FF-FF-FF-00-FF-FF-FF-00-FF-FF-FF-00-FF-FF-FF-00-FF-00-00-FF-FF-00-00-FF-FF-FF-FF-00-FF-FF-FF-00-FF-00-00-FF-FF-00-00-FF-FF-FF-FF-00-FF-FF-FF-00-FF-FF-FF-00-FF-FF-FF-00-FF-FF-FF-00-64
Heres the image:
its pretty small of course but the data is correct.
So why am I getting a sigsegv? the log is pretty useless and long so I can't post it.
And how do I create an opengl texture from a 4bpp byte array?
As suggested in Java Code Examples for org.lwjgl.opengl.GL11.glTexImage2D()
(Example 5) you have to copy the data to a ByteBuffer
in loops:
public static long loadTexture(String img) throws IOException{
File imgPath = new File(img);
BufferedImage image = ImageIO.read(imgPath);
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = ByteBuffer.allocateDirect(image.getWidth() * image.getHeight() * 4);
for(int h = 0; h < image.getHeight(); h++) {
for(int w = 0; w < image.getWidth(); w++) {
int pixel = pixels[h * image.getWidth() + w];
buffer.put((byte) ((pixel >> 16) & 0xFF));
buffer.put((byte) ((pixel >> 8) & 0xFF));
buffer.put((byte) (pixel & 0xFF));
buffer.put((byte) ((pixel >> 24) & 0xFF));
}
}
buffer.flip();
int id = glGenTextures();
glBindTexture(GL_TEXTURE_2D, id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(),
0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glGenerateMipmap(GL_TEXTURE_2D);
return id;
}
Note, glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
is unnecessary in that case, because the size of a RGBA pixel is 4 bytes, so each row is aligned to 4 bytes and GL_UNPACK_ALIGNMENT
by default is 4.
Furthermore, if you want to use Mipmaps (glGenerateMipmap
), then the minifying function (GL_TEXTURE_MIN_FILTER
) has to be GL_NEAREST_MIPMAP_NEAREST
, GL_LINEAR_MIPMAP_NEAREST
, GL_NEAREST_MIPMAP_LINEAR
or GL_LINEAR_MIPMAP_LINEAR
. (See glTexParameter
)