I’m trying to use QGLbuffer to display an image.
Sequence is something like:
initializeGL() {
glbuffer= QGLBuffer(QGLBuffer::PixelUnpackBuffer);
glbuffer.create();
glbuffer.bind();
glbuffer.allocate(image_width*image_height*4); // RGBA
glbuffer.release();
}
// Attempting to write an image directly the graphics memory.
// map() should map the texture into the address space and give me an address in the
// to write directly to but always returns NULL
unsigned char* dest = glbuffer.map(QGLBuffer::WriteOnly); FAILS
MyGetImageFunction( dest );
glbuffer.unmap();
paint() {
glbuffer.bind();
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i(0,height());
glTexCoord2i(0,1); glVertex2i(0,0);
glTexCoord2i(1,1); glVertex2i(width(),0);
glTexCoord2i(1,0); glVertex2i(width(),height());
glEnd();
glbuffer.release();
}
There aren’t any examples of using GLBuffer in this way, it’s pretty new
Edit — for search here is the working solution ——-
// Where glbuffer is defined as
glbuffer= QGLBuffer(QGLBuffer::PixelUnpackBuffer);
// sequence to get a pointer into a PBO, write data to it and copy it to a texture
glbuffer.bind(); // bind before doing anything
unsigned char *dest = (unsigned char*)glbuffer.map(QGLBuffer::WriteOnly);
MyGetImageFunction(dest);
glbuffer.unmap(); // need to unbind before the rest of openGL can access the PBO
glBindTexture(GL_TEXTURE_2D,texture);
// Note 'NULL' because memory is now onboard the card
glTexSubImage2D(GL_TEXTURE_2D, 0, 0,0, image_width, image_height, glFormatExt, glType, NULL);
glbuffer.release(); // but don't release until finished the copy
// PaintGL function
glBindTexture(GL_TEXTURE_2D,textures);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i(0,height());
glTexCoord2i(0,1); glVertex2i(0,0);
glTexCoord2i(1,1); glVertex2i(width(),0);
glTexCoord2i(1,0); glVertex2i(width(),height());
glEnd();
You should bind the buffer before mapping it!
In the documentation for QGLBuffer::map:
In addition to VJovic’s comments, I think you are missing a few points about PBOs:
A pixel unpack buffer does not give you a pointer to the graphics texture. It is a separate piece of memory allocated on the graphics card to which you can write to directly from the CPU.
The buffer can be copied into a texture by a glTexSubImage2D(….., 0) call, with the texture being bound as well, which you do not do. (0 is the offset into the pixel buffer). The copy is needed partly because textures have a different layout than linear pixel buffers.
See this page for a good explanation of PBO usages (I used it a few weeks ago to do async texture upload).