[Interest] Qt5 QML OpenGL and "black" texture problem
Sletta Gunnar
Gunnar.Sletta at digia.com
Thu May 2 14:46:57 CEST 2013
You are at least not setting the required texture parameters which will make the texture incomplete. You typically need to set the textures wrap and min/mag filters at least once:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
btw, I would think the "Scene Graph - Rendering FBOs" example I added for 5.1 is a good starting place for implementing what you are trying to do here: http://doc-snapshot.qt-project.org/qt5-stable/qtquick/scenegraph-textureinsgnode.html
cheers,
Gunnar
On May 2, 2013, at 12:31 PM, BOUCARD Olivier <boucard_olivier at yahoo.fr> wrote:
> 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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