I have a texture which I am displaying using the following:
glEnable (GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc (GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
glGenTextures(1, tex);
glBindTexture (GL_TEXTURE_2D, *tex);
glBegin (GL_QUADS);
glTexCoord2f (tx, ty);
glVertex2f (sx, sy);
glTexCoord2f (tw, ty);
glVertex2f (sx + sxmax, sy);
glTexCoord2f (tw, th);
glVertex2f (sx + sxmax, sy + symax);
glTexCoord2f (tx, th);
glVertex2f (sx, sy + symax);
glEnd();
glDisable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
I am loading the texture using the following:
GLuint GetTexture(string Filename)
{
GLuint tex_ID;
tex_ID = SOIL_load_OGL_texture(
Filename.c_str(),
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_POWER_OF_TWO
| SOIL_FLAG_MIPMAPS
| SOIL_FLAG_MULTIPLY_ALPHA
| SOIL_FLAG_COMPRESS_TO_DXT
| SOIL_FLAG_DDS_LOAD_DIRECT
| SOIL_FLAG_INVERT_Y
);
if( tex_ID > 0 )
{
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tex_ID );
return tex_ID;
}
else
{
cout<<"Texture failed to load"<<SOIL_last_result()<<Filename<<endl;
return 0;
}
}
and passing it by reference to a class
When I run a check to see if the texture loaded properly:
if(tex==0)
it is. Additionally whenever i run glColor3f();
with some values nothing is displayed ont the screen.
what have I done wrong?
I am using glfw and SOIL to load/display the textures.
You're generating an entirely new empty texture every frame. Which also happens to be incomplete.
Generate a texture once and use that.