10-02-2016 03:55 AM
GLint loadTexture(char* imagePath) {
GLint newTexture;
FILE * file;
char *data = (char *)malloc( 512*512 * sizeof( char ) );
file = fopen(imagePath, "rb");
fread(data, 1, 512*512, file);
GL( glGenTextures(1, &newTexture));
GL( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
GL( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
GL( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL( glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, data));
GL( glGenerateMipmap(GL_TEXTURE_2D));
GL( glBindTexture(GL_TEXTURE_2D, 0));
fclose(file);
return newTexture;
}
Global VariableGLint texture1 = loadTexture("/../../assets/lena.raw");
Inside ovrProgram_Create...
texture1 = glGetUniformLocation( program->Program, "passTexture" );
...
Vertex Shader...
"out vec2 TexPosition;\n"
...
" TexPosition = vec2(vertexPosition.x, vertexPosition.y);\n"
...
...
"in vec2 TexPosition;\n"
"uniform sampler2D passTexture;\n"
...
" outColor = texture( passTexture, (TexPosition+vec2(1,1))/2);\n"
...
Inside ovrRenderer_RenderFrame...
GL( glActiveTexture(GL_TEXTURE0));
GL( glBindTexture(GL_TEXTURE_2D, texture1));
...
Is there something wrong? Any help would be much appreciated! ❤️