Hi guys,
I have written a TGA loader and am trying to get textures to load from it. I am entirely confident that the loader I have written is working correctly, I have verified the data byte for byte.
The problem is that when I go to load a texture from an image I get very strange results. It looks as though the data is off by one byte per row of pixels. Here is an image to show you what I mean. The top is what should display, below the white line is what DOES display. (the white line is there for your viewing pleasure, it isn’t part of either image)
The code I use to change my image data into a texture is the following function:
GLuint texFromTarga(targa tga)
{
GLuint r;
if(!tga.safeChk)
return 0;
glGenTextures(1, &r);
glBindTexture(GL_TEXTURE_2D, r);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, tga.chn, tga.w, tga.h, tga.pxTyp, GL_UNSIGNED_BYTE, tga.imgDat);
free(tga.imgDat);
return r;
}
EDIT: tga.safeChk is a bool that is set to false if there is some error loading the file.
tga.chn holds (bpp / 8), meaning the number of bytes per pixel.
tga.w is the width of the image.
tga.h is the height of the image.
tga.pxTyp is GL_BGR for 24-bit images and GL_BGRA for 32-bit images. (I have tried using RGB and RGBA, it makes no difference, except that blue and red are reversed obviously)
PLEASE don’t tell me to google a good TGA loader or link me to NeHe. I know my loader works, and I am pretty confident that the problem is some poorly set parameter in openGL code which I would like to A: find, and B: UNDERSTAND. I am guessing it’s in the above function, but I am pretty lost and it could be anywhere.
Another important bit I forgot to mention, this works just fine with 32-bit images (i.e. ones w/ an alpha channel), it only fails with the 24-bit files. Just so that we’re clear, the rainbow effect only takes place on a per-row basis, meaning that I am NOT reading an incorrect number of bytes per pixel, the error only takes place at the end of each row (by all appearances). If I were reading BGR as BGRA I would be getting fancy rainbows and transparencies on every pixel.
Thank you very much in advance to anyone who has any idea what’s going on here.