I'm trying to load a bitmap into an OpenGL texture and display it to the screen, but when I do so, the red and blue values seem to switch (e.g.: a blue image appears orange, green images remain unchanged, etc..). This problem only exists when loading bitmaps, I can load .pngs relatively error free.
This is the code I'm using to load the bitmaps and set the textures. I'm using DevIl, but I'm not sure how relevant that is, as the problem existed when I used a different system (I don't quite remember what, it was a function in window.h, I believe):
ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
ilEnable(IL_ORIGIN_SET);
ILuint image;
ilGenImages(1, &image);
ilBindImage(image);
ilLoad(IL_BMP, "Data/NeHe.bmp"); // Incidentally, loading a png, although it fixes the problem,
// rotates the image 180 degrees. Not sure if that's important or not,
// But it's why I added the first line of code
glGenTextures(3, &_texture[0]);
glBindTexture(GL_TEXTURE_2D, _texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), \
0, GL_RGB, GL_UNSIGNED_BYTE, ilGetData());
ilInit()
and glEnable(GL_TEXTURE_2D)
are both called earlier in the program, among other less relevant functions. Any help finding the cause of (and hopefully fixing) the problem would be much appreciated.
You've got your RGB and BGR backwards.
Is there a
GL_BGR
you can specify on the second line, instead ofGL_RGB
? That should fix it.The reason a PNG causes the image to flip is because of how a BMP is stored: BMPs are stored bottom up, the first pixels in the file are the bottom row of the image.