I'm making a 3d game using OpenGL and I have encountered a problem I can't find the answer to. For some reason, when I load the textures it is still interpolated.
My image loading:
glGenTextures(1, &chunkTex);
glBindTexture(GL_TEXTURE_2D, chunkTex);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
int width, height, chan;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load("res/images/atlas.png", &width, &height, &chan, 0);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
My vertex shader:
#version 330 core
in vec3 aPos;
in vec3 aColor;
in vec3 aNormal;
in vec2 uv;
uniform mat4 mvp;
out vec3 ourColor;
out vec2 puv;
out vec3 pNormal;
void main()
{
gl_Position = mvp * vec4(aPos, 1.0);
ourColor = aColor;
puv = uv;
pNormal = aNormal;
}
My fragment shader:
#version 330 core
out vec4 col;
in vec3 ourColor;
in vec2 puv;
in vec3 pNormal;
uniform sampler2D tex;
uniform vec3 lightDir;
void main()
{
col = texture(tex, puv) * max(dot(pNormal, -lightDir), 0.1);
}
If you could help me fix this I would appreciate it!
Edit: Here are my window hints:
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
Here you create a nex texture object and set the texture parameters for it:
glGenTextures(1, &chunkTex);
glBindTexture(GL_TEXTURE_2D, chunkTex);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
But here you unbind it and bind texture object 0 instead:
glBindTexture(GL_TEXTURE_2D, 0);
and load the texture image to that one:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
Now, in legacy and compatibility profile GL, texture object 0 even exists (actually, there even do exist different texture objects named 0
for different texture types), and is usable. But for that one, you never have set the texture filters and will use the default ones. And it looks like you keep textur eobject 0 bound also for rendering, and not the (empty and incomplete) chunkTex
one.