I'm trying to make an OpenGL texture by populating a pixel buffer with data from a baked font. I'm taking each value from the font array and making a bitmap essentially. The problem is when I'm displaying the full texture I get noise. However by creating an 8x8 texture of one glyph the texture is displayed correctly.
The pixel buffer is 8bit monochrome, so I pass GL_ALPHA as buffer format. I tried using 32bpp GL_RGBA format as well and it yields the same result.
DebugFont
LoadBakedFont(void)
{
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
unsigned char baked_font[128][8] = {} //In my source code this is not empty :)
unsigned char *pixels = (unsigned char*)malloc(sizeof(unsigned char) * 128 * 8 * 8);
memset(pixels, 0, sizeof(unsigned char) * 128 * 8 * 8);
int counter = 0;
for(int i = 0; i < 128; i)
{
for(int j = 0; j < 8; j)
{
for(int k = 0; k < 8; k)
{
unsigned char val = (baked_font[i][j] >> k & 1);
pixels[counter ] = val == 1 ? 0xff : 0x00;
}
}
}
//Renders the exlamation mark perfectly
for(int y = 0; y < 8; y)
{
for(int x = 0; x < 8; x)
{
unsigned char *test = pixels (0x21 * 64);
if(test[y * 8 x])
printf("@");
else
printf(".");
}
printf("\n");
}
//POD struct
DebugFont font;
glGenTextures(1, &font.tex);
glBindTexture(GL_TEXTURE_2D, font.tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 8 * 128, 8, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
free(pixels);
return font;
}
void
DrawTexture(DebugFont font)
{
glBindTexture(GL_TEXTURE_2D, font.tex);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0,0);
glTexCoord2f(1.0f, 0.0f); glVertex2f(8 * 128,0);
glTexCoord2f(1.0f, 1.0f); glVertex2f(8 * 128, 8);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, 8);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
}
CodePudding user response:
The way you arrange the data makes sense for a tall 8x1024 image where each 8x8 makes up a character.
But you load it as a 1024x8 image instead, putting all the pixels in the wrong places.