View Full Version : Texture error

08-29-2011, 05:46 AM
Hello everyone,

I got an error on displaying texture on a quad in OpenGL.
When I place the fist texture it will work (256x256).
But when I place the second texture (201x81) I see a wrong result on the quad.

Both times I use the code shown below.

You can see the textures and results as attachments.

Thanks in advance,


Code used both times:

GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);

glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);

glEnable (GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texId);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin (GL_QUADS);
glTexCoord2f (0.0, 1.0);
glVertex3f (-4.0, 3.0, 0.0);

glTexCoord2f (1.0, 1.0);
glVertex3f (4.0, 3.0, 0.0);

glTexCoord2f (1.0, 0.0);
glVertex3f (4.0, -3.0, 0.0);

glTexCoord2f (0.0, 0.0);
glVertex3f (-4.0, -3.0, 0.0);
glEnd ();

08-29-2011, 07:32 AM
When you use the TEXTURE_2D target, the size must be a power of two. Otherwise, can use the TEXTURE_RECTANGLE target for that texture or resize it to fit in a power of two texture.

08-29-2011, 08:25 AM
When you use the TEXTURE_2D target, the size must be a power of two. Otherwise, can use the TEXTURE_RECTANGLE target for that texture or resize it to fit in a power of two texture.

That's was in old OpenGL.

In GL 2.0 and above, you can create any texture and in any size.

08-29-2011, 08:59 AM
Could it be the pixel unpack setting? I think the default is 4 bytes alignment try to change it to 1. So try that


08-29-2011, 10:18 AM
Now I use the glPixelStorei function the image looks a bit better, but it still does not fit in the corners.

(See in attachment)

08-29-2011, 10:50 AM
Can you try with GL_NEAREST for both texture min and mag filter. Also maybe your second texture is in RGBA format.

08-29-2011, 11:15 AM
Using GL_NEAREST I've already tried and also doesn't work.
The origional image file is an bmp file (I only use PNG for uploading), and bmp can't be RGBA.

But I made sure it isn't RGBA and checked the pixels array.

That could not be the problem.

08-29-2011, 11:38 AM
Can you attach the source code of your small program to see what happen?

08-29-2011, 11:54 AM
Errrr.... I think I already know what the problem is...

The problem was largely in the loading of the bitmap...
(Who I got from an tutorial from the internet)

When I use the code shown below as pixels it will work.

Luckily the other error was hindsight for a part of the "glPixelStorei" function.

So... all thanks for help!

Working code for pixels (c = pixels):

char* red = new char[3]; red[0]=255; red[1]=0; red[2]=0;
char* green = new char[3]; green[0]=0; green[1]=255; green[2]=0;
char* blue = new char[3]; blue[0]=0; blue[1]=0; blue[2]=255;
char* yellow = new char[3]; yellow[0]=255; yellow[1]=255; yellow[2]=0;
char* orange = new char[3]; orange[0]=255; orange[1]=128; orange[2]=0;
char* purple = new char[3]; purple[0]=128; purple[1]=0; purple[2]=128;
char* c = new char[6*3*3];

c[0]=orange[0]; c[1]=orange[1]; c[2]=orange[2];
c[3]=purple[0]; c[4]=purple[1]; c[5]=purple[2];
c[6]=red[0]; c[7]=red[1]; c[8]=red[2];
c[9]=green[0]; c[10]=green[1]; c[11]=green[2];
c[12]=blue[0]; c[13]=blue[1]; c[14]=blue[2];
c[15]=yellow[0]; c[16]=yellow[1]; c[17]=yellow[2];
c[18]=purple[0]; c[19]=purple[1]; c[20]=purple[2];
c[21]=red[0]; c[22]=red[1]; c[23]=red[2];
c[24]=green[0]; c[25]=green[1]; c[26]=green[2];
c[27]=blue[0]; c[28]=blue[1]; c[29]=blue[2];
c[30]=yellow[0]; c[31]=yellow[1]; c[32]=yellow[2];
c[33]=orange[0]; c[34]=orange[1]; c[35]=orange[2];
c[36]=red[0]; c[37]=red[1]; c[38]=red[2];
c[39]=green[0]; c[40]=green[1]; c[41]=green[2];
c[42]=blue[0]; c[43]=blue[1]; c[44]=blue[2];
c[45]=yellow[0]; c[46]=yellow[1]; c[47]=yellow[2];
c[48]=orange[0]; c[49]=orange[1]; c[50]=orange[2];
c[51]=purple[0]; c[52]=purple[1]; c[53]=purple[2];

delete red, green, blue, yellow, orange, purple;