Flipping OpenGL texture
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by Mk12
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Published on 2010-06-05T18:10:30Z
Indexed on
2010/06/05
18:12 UTC
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When I load textures from images normally, they are upside down because of OpenGL's coordinate system. What would be the best way to flip them?
- glScalef(1.0f, -1.0f, 1.0f);
- vertically flipping the image files manually (in Photoshop)
- flipping them programatically after loading them (I don't know how)
This is the method I'm using to load png textures, in my Utilities.m file (Objective-C):
+ (GLuint)loadPngTexture:(NSString *)name {
CFURLRef textureURL = CFBundleCopyResourceURL(
CFBundleGetMainBundle(),
(CFStringRef)name,
CFSTR("png"),
CFSTR("Textures"));
NSAssert(textureURL, @"Texture name invalid");
CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL);
NSAssert(imageSource, @"Invalid Image Path.");
NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source.");
CFRelease(textureURL);
CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL);
NSAssert(image, @"Image not created.");
CFRelease(imageSource);
NSUInteger width = CGImageGetWidth(image);
NSUInteger height = CGImageGetHeight(image);
void *data = malloc(width * height * 4);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSAssert(colorSpace, @"Colorspace not created.");
CGContextRef context = CGBitmapContextCreate(
data,
width,
height,
8,
width * 4,
colorSpace,
kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host);
NSAssert(context, @"Context not created.");
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), image);
CGImageRelease(image);
CGContextRelease(context);
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
width,
height,
0,
GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV,
data);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE_SGIS);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE_SGIS);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri(
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
free(data);
return textureId;
}
Also, another thing I was wondering about: If I made a simple 2d game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner, or would I run in to problems with other things (e.g. text rendering)?
Thanks.
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