[Interest] Qt5 QML OpenGL and "black" texture problem
BOUCARD Olivier
boucard_olivier at yahoo.fr
Thu May 2 12:31:48 CEST 2013
Hi guys,
I'm trying to display some "native" OpenGL inside a custom QML item using
Qt 5.0.2 on a Linux x86_64 with a Nvidia 9600M GT (driver v295.40).
I have a custom QQuickPaintedItem with a overloaded paint where I use painter->beginNativePainting() and a shader program:
Vertex shader:
uniform highp mat4 projectionMatrix;
uniform highp mat4 modelViewMatrix;
void main(void)
{
gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
Fragment shader:
uniform highp sampler2D diffuseTexture;
void main(void)
{
gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st);
//gl_FragColor = gl_Color; // Display the mesh in white -> OK
//gl_FragColor = vec4(gl_TexCoord[0].st, 0.0, 1.0); // Display the correct coord -> OK
}
I have a mesh class used to load a mesh using Assimp. At the moment I only load a simple cube.obj.
The rendering code is the following:
void Mesh::render()
{
if(mData->hasDiffuse)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mData->diffuse);
}
glEnableVertexAttribArray(SimpleGameEngine::sAttrLocVertex);
glEnableVertexAttribArray(SimpleGameEngine::sAttrLocTex0);
glBindBuffer(GL_ARRAY_BUFFER, mData->vertexBuffer);
glVertexAttribPointer(SimpleGameEngine::sAttrLocVertex, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, mData->texBuffer);
glVertexAttribPointer(SimpleGameEngine::sAttrLocTex0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mData->faceBuffer);
glDrawElements(GL_TRIANGLES, mData->faceNum * 3,GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(SimpleGameEngine::sAttrLocTex0);
glDisableVertexAttribArray(SimpleGameEngine::sAttrLocVertex);
if(mData->hasDiffuse)
{
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
}
My texture is loaded using the following code:
void Mesh::setDiffuseTexture(const QImage &image)
{
if(image.isNull()) qFatal("Invalid image");
QImage texture = QGLWidget::convertToGLFormat(image);
if(texture.isNull()) qFatal("Invalid texture");
glGenTextures(1, &mData->diffuse);
glBindTexture(GL_TEXTURE_2D, mData->diffuse);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture.width(), texture.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.bits());
glBindTexture(GL_TEXTURE_2D, 0);
mData->hasDiffuse = true;
}
Everything works. But as soon as I add the texture my cube turns black.
I already try with a procedural 4x4 checker texture and it didn't work either.
Any help will be appreciated.
Olivier.
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