Render QImage with OpenGL
c++, glteximage2d, opengl, qimage, qt
Solution
I managed to draw a `QImage` with OpenGL from a picture source, but not from the `SoOffscreenRenderer` as described here.
void init(){
loadTexture2("kitten.png", backgroundimage);
}
QImage loadTexture2(char *filename, GLuint &textureID){
glEnable(GL_TEXTURE_2D); // Enable texturing
glGenTextures(1, &textureID); // Obtain an id for the texture
glBindTexture(GL_TEXTURE_2D, textureID); // Set as the current texture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
QImage im(filename);
QImage tex = QGLWidget::convertToGLFormat(im);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width(), tex.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.bits());
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glDisable(GL_TEXTURE_2D);
return tex;
}
void renderSceneGL2(){
glClearColor(0.4f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, backgroundimage);
glBegin(GL_QUADS);
glTexCoord2f(0,0); glVertex3f(-1, -1, -1);
glTexCoord2f(1,0); glVertex3f(1, -1, -1);
glTexCoord2f(1,1); glVertex3f(1, 1, -1);
glTexCoord2f(0,1); glVertex3f(-1, 1, -1);
glEnd();
glDisable(GL_TEXTURE_2D);
}
Also `QGLWidget::convertToGLFormat` throws random `Access violation` errors from time to time.
Problem
Related to my other question, I think the more central question would be, how you render a `QImage` with OpenGL? I think the code has to look something like this, but I'm not sure what else I need, besides maybe `convertToGLFormat(img)`. ``` glEnable(GL_TEXTURE_2D); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glGenTextures(1, &offscreenBufferTexture); glBindTexture(GL_TEXTURE_2D, offscreenBufferTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgGL.width(), imgGL.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, imgGL.bits()); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex2d(0, 0); glTexCoord2d(1,0); glVertex2d(windowSize.width(), 0); glTexCoord2d(1,1); glVertex2d(windowSize.width(), windowSize.height()); glTexCoord2d(0,1); glVertex2d(0, windowSize.height()); glEnd(); glDisable(GL_TEXTURE_2D); ``` Also, I thought quick and dirty you could use `glDrawPixels()` (although you shouldn't), like ``` glDrawPixels(imgGL.width(), imgGL.height(), GL_RGBA, GL_UNSIGNED_BYTE, imgGL.bits()); ``` But either way I can't see the image, just a white square with the size of it. I'm missing something here.