I am trying to load textures into a 2d array and than apply them.
But the screen only shows Black.
This is my code.
Creating Textures.
void int loadTexture(char const* path)
{
glCreateTextures(GL_TEXTURE_2D_ARRAY, 1, &textureID);
int width, height, nrComponents;
unsigned char* data1 = stbi_load("C:\\Temp\\RED.png" , &width, &height, &nrComponents, 0); // Load the first Image of size 512 X 512 (RGB)
unsigned char* data2 = stbi_load("C:\\Temp\\BLUE.png", &width, &height, &nrComponents, 0); // Load the second Image of size 512 X 512 (RGB)
glTextureStorage3D(textureID, 1, GL_RGB8, width, height, 2);
GLenum format;
format = GL_RGB;
glTextureSubImage3D(textureID, 1 , 0 , 0 , 1 , width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data1);
glTextureSubImage3D(textureID, 1 , 0, 0, 2, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data2);
glTextureParameteri(textureID, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(textureID, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(textureID, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTextureParameteri(textureID, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data1);
stbi_image_free(data2);
glBindTextureUnit(0, textureID);
}
Using the textures.
while (!glfwWindowShouldClose(window))
{
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Shader.use();
Shader.setFloat("textureUnit", 1); // Bind the first texture unit of the texture array
glBindTextureUnit(0, textureID);
renderQuad();
glfwSwapBuffers(window);
glfwPollEvents();
}
Vertex Shader.
#version 460 core
layout( location = 0)in vec2 aPos;
layout( location = 1 )in vec2 a_uv;
out vec2 f_uv;
void main() {
f_uv = a_uv;
gl_Position = vec4(aPos ,0.0, 1.0 );
};
Fragment Shader.
#version 460 core
uniform sampler2DArray u_tex;
in vec2 f_uv;
out vec4 FragColor;
uniform float textureUnit;
in vec2 TexCoord2;
void main() {
vec3 texCoordTest = vec3( f_uv.x , f_uv.y , textureUnit);
vec4 color = texture(u_tex , texCoordTest);
FragColor = color ;
};
CodePudding user response:
The 5th argument of glTextureSubImage3D
is the zoffset. This is 0 for the 1st texture and 1 for the 2nd texture. The 2nd argument is the level not the number of levels:
glTextureSubImage3D(textureID, 1 , 0 , 0 , 1 , width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data1);
glTextureSubImage3D(textureID, 1 , 0, 0, 2, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data2);
glTextureSubImage3D(textureID, 0, 0, 0, 0, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data1);
glTextureSubImage3D(textureID, 0, 0, 0, 1, width, height, 1, GL_RGB, GL_UNSIGNED_BYTE, data2);