I’m having an issue trying to get the width and height of a texture using the glGetTexLevelParameter function. No matter what I try, the function will not set the value of the width or height variable. I checked for errors but keep getting no error. Here is my code (based off of the NeHe tutorials if that helps):
int LoadGLTextures()
{
//load image file directly into opengl as new texture
GLint width = 0;
GLint height = 0;
texture[0] = SOIL_load_OGL_texture("NeHe.bmp", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); //image must be in same place as lib
if(texture[0] == 0)
{
return false;
}
glEnable(GL_TEXTURE_2D);
glGenTextures(3, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //no filtering bc of GL_NEAREST, looks really bad
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
const GLubyte* test = gluErrorString(glGetError());
cout << test << endl;
return true;
}
I’m using visual studio 2010 also if that helps. The call to load texture[0] is from the SOIL image library.
Let’s break this down:
This call loads an image, creates a new texture ID and loads the image into the texture object named by this ID. In case of success the ID is returned and stored in
texture[0].BTW: The image file is not to be in the same directory as the library, but in the current working directory of the process at time of calling this function. If you didn’t change the working directory, it’s whatever directory your process got called from.
Check if the texture was loded successfully
Enabling texturing here makes only little sense.
glEnablecalls belong in the rendering code.Okay, here’s a problem. glGenTextures generates new texture IDs and places them in the array provided to it. Whatever was stored in that array before is overwritten. In your case the very texture ID generated and returned by
SOIL_load_OGL_texture. Note that this is just some handle and is not garbage collected in any way. You now have in face a texture object dangling in OpenGL and no longer access to it, because you threw away the handle.Now you bind a texture object named by the newly created ID. Since this is a new ID you’re effectively creating a new texture object with no image data assigned.
All the following calls operate on an entirely different texture than the one created by SOIL.
How to fix the code: Remove
glGenTextures. In your case it’s not only redundant, it’s the cause of your problem.