I am trying to render a simple quad to perfectly cover the screen (one to one replication). The texture I am using to render was captured from a previous render using a framebuffer and glGetTexImage
. This part I'm fine with. However when I load and display the texture again I get some odd artifacts in the render (top left corner) and so far I have been unable to get rid of them.
For comparison this is what it currently looks like:
And this is what it should look like:
This maybe due to texture co-ordinates, screen co-ordinates but everything I have so far tried has failed. What should I change/do differently?
Rendering code follows.
void setWidthHeightRender(GLsizei width, GLsizei height) {
if(height == 0)
height = 1;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar
glOrtho(0.0, width, height, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
unsigned createGLTexture(unsigned width, unsigned height, const uint8_t* data) {
// the texture we're going to render
GLuint renderedTexture;
glGenTextures(1, &renderedTexture);
// bind the newly created texture
glBindTexture(GL_TEXTURE_2D, renderedTexture);
// give the image to opengl
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
return renderedTexture;
}
void drawImage(unsigned glTxt, float tx, float ty, float bx, float by, float z) {
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, glTxt);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 1);
glVertex3f(tx, ty, z);
glTexCoord2f(0, 0);
glVertex3f(tx, by, z);
glTexCoord2f(1, 0);
glVertex3f(bx, by, z);
glTexCoord2f(1, 1);
glVertex3f(bx, ty, z);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
//...
wglMakeCurrent(it->second->hDC, it->second->hRC);
//create the texture + load the texture
unsigned glTxt = createGLTexture((right - left), (bottom - top), &bfr[0]);
//render the texture to the correct screen positions
setWidthHeightRender((right - left), (bottom - top));
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawImage(glTxt, 0.0, 0.0, (right - left), (bottom - top), 0.0f);
//swap the buffers
SwapBuffers(it->second->hDC);
//unload the texture
glDeleteTextures(1, &glTxt);
//...