Opengl Error 1282 Texture
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takes a minute: Sign up glTexImage2D fails with error 1282 using PBO (bad texture resolution) up vote 1 down vote favorite I have implemented Pixel Buffer Object (PBO) in my OpenGL application. However, I have the error 1282 when I try to load a texture using the function 'glTexImage2D'. It's very strange because the problems comes from textures with a specific gltexsubimage2d resolution. To have a better understanding of my problem let's examine 3 textures with 3 different resolutions: a) blue.jpg Bpp: 24 Resolution: 259x469 b) green.jpg Bpp: 24 Resolution: 410x489 c) red.jpg Bpp: 24 Resolution: 640x480 Now let's examine the C++ code without PBO usage: FIBITMAP *bitmap = FreeImage_Load( FreeImage_GetFIFFromFilename(file.GetFullName().c_str()), file.GetFullName().c_str()); FIBITMAP *pImage = FreeImage_ConvertTo32Bits(bitmap); char *pPixels = (char*)FreeImage_GetBits(bitmap); uint32_t width = FreeImage_GetWidth(bitmap); uint32_t height = FreeImage_GetHeight(bitmap); uint32_t byteSize = width * height * (FreeImage_GetBPP(bitmap)/8); //24 bits / 8 bits = 3 bytes) glGenTextures(1, &this->m_Handle); glBindTexture(GL_TEXTURE_2D, this->m_Handle); { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); std::cout << "ERROR: " << glGetError() << std::endl; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, pPixels); std::cout << "ERROR: " << glGetError() << std::endl; if (this->m_IsMipmap) glGenerateMipmap(this->m_Target); } glBindTexture(GL_TEXTURE_2D, 0); For the 3 textures the output is always the same (so the loading has been executed correctly): $> ERROR: 0 $> ERROR: 0 And the graphical result is also correct: a) Blue b) Green c) Red Now let's examine the C++ code using this time PBO: FIBITMAP *bitmap = FreeImage_Load( FreeImage_GetFIFFromFilename(file.GetFullNa
that newcomers understand GL programming a little better instead of working by trial and error. Contents 1 Extensions and OpenGL Versions 2 The Object Oriented Language gltexstorage2d Problem 2.1 OOP and hidden binding 3 Texture upload and pixel reads 4
Opengl Unbind Texture
Image precision 5 Depth Buffer Precision 6 Creating a complete texture 7 Automatic mipmap generation 7.1 Legacy Generation 7.2 gluBuild2DMipmaps
Gltexparameteri
8 glGetError 9 Checking For Errors When You Compile Your Shader 10 Creating a Cubemap Texture 11 Texture edge color problem 12 Updating a texture 13 Render To Texture 14 Depth Testing http://stackoverflow.com/questions/27294882/glteximage2d-fails-with-error-1282-using-pbo-bad-texture-resolution Doesn't Work 15 No Alpha in the Framebuffer 16 glFinish and glFlush 17 glDrawPixels 18 GL_DOUBLE 19 Slow pixel transfer performance 20 Swap Buffers 21 The Pixel Ownership Problem 22 Selection and Picking and Feedback Mode 23 Point and line smoothing 24 glEnable(GL_POLYGON_SMOOTH) 25 Color Index, The imaging subset 26 Bitfield enumerators 27 Triple Buffering 28 Paletted textures 29 Texture Unit 30 Disable depth test and https://www.opengl.org/wiki/Common_Mistakes allow depth writes 31 glGetFloatv glGetBooleanv glGetDoublev glGetIntegerv 32 y-axis 33 glGenTextures in render function 34 Bad znear value 35 Bad Array Size There are also other articles explaining common mistakes: Common Mistakes in GLSL Unexpected Results you can get when using OpenGL Mistakes related to measuring Performance Common Mistakes when using deprecated functionality. Extensions and OpenGL Versions One of the possible mistakes related to this is to check for the presence of an extension, but instead using the corresponding core functions. The correct behavior is to check for the presence of the extension if you want to use the extension API, and check the GL version if you want to use the core API. In case of a core extension, you should check for both the version and the presence of the extension; if either is there, you can use the functionality. The Object Oriented Language Problem In an object-oriented language like C++, it is often useful to have a class that wraps an OpenGL object. For example, one might have a texture object that has a constructor and a destructor like the following: MyTexture::MyTexture(const char *pfilePath) { if(LoadFile(pfilePath)==ERROR) return; textureID=0; glGenTe
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Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Game Development Questions Tags Users Badges Unanswered Ask Question _ Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute: Sign up Here's how it works: Anybody can ask a question Anybody can answer The best answers are voted up and rise to the top OpenGL not rendering textures up vote 2 down vote favorite 1 i'm using OpenGL 2.1 with SDL2.0 and i'm trying to render a texture, using this steps: load the image: Image* image = new Image(); image->image = SDL_LoadBMP(path.c_str()); if (!image->image) throw std::runtime_error(SDL_GetError()); return image; and then generate a texture for it: Texture2D* Texture2D::fromImage(const Image* image){ GLint format; Texture2D* t2d = new Texture2D(); glGenTextures(1, &t2d->tid); glBindTexture(GL_TEXTURE_2D, t2d->tid); t2d->size.setWidth(image->getWidth()); t2d->size.setHeigth(image->getHeight()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); switch (image->getBPP()){ case 24: format = GL_RGB; break; case 32: format = GL_RGBA; break; default: throw std::runtime_error("Unsurpoted pixel format!"); break; } glTexImage2D(GL_TEXTURE_2D, 0, format, image->getWidth(), image->getHeight(), 0, format, GL_UNSIGNED_BYTE, image->getPixels()); return t2d; } and then i try to render it: void Painter::drawTexture(Texture2D* texture, const SizeF& size, const PointF& position){ camera.set(camera.getWidth(), camera.getHeight()); texture->bind();//only call glBindTexture(GL_TEXTURE_2D, tid); glBegin(GL_QUADS); glColor4f(color.getR(), color.getG(), color.getB(), color.getA()); glTexCoord2f(0.0f, 1.0f); glVertex2f(position.getX(), position.getY()); glTexCoord