I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is)
Example:
The texture I'm trying to render is the following:
This is the code I use to render the texture, it's located in my Sprite-class.
public void Render()
{
Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) *
Matrix4.CreateRotationZ(Rotation) *
Matrix4.CreateTranslation(X, Y, 0);
Vector2[] corners =
{
new Vector2(0,0), //top left
new Vector2(Width ,0),//top right
new Vector2(Width,Height),//bottom rigth
new Vector2(0,Height)//bottom left
};
//copy the corners to the uv coordinates
Vector2[] uv = corners.ToArray<Vector2>();
//transform the coordinates
for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix));
//GL.Color3(TintColor);
GL.BindTexture(TextureTarget.Texture2D, _ID);
GL.Begin(BeginMode.Quads);
{
for (int i = 0; i < 4; i++)
{
GL.TexCoord2(uv[i]);
GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth);
}
}
GL.End();
if (EnableDebugDraw)
{
GL.Color3(Color.Violet);
GL.PointSize(3);
GL.Begin(BeginMode.Points);
{
for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]);
}
GL.End();
GL.Color3(Color.Green);
GL.Begin(BeginMode.Points);
GL.Vertex2(X, Y);
GL.End();
}
}
This is how I setup OpenGL.
public static void SetupGL()
{
GL.Enable(EnableCap.AlphaTest);
GL.AlphaFunc(AlphaFunction.Greater, 0.1f);
GL.Enable(EnableCap.Texture2D);
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
}
With this function I load the texture:
public static uint LoadTexture(string path)
{
uint id;
GL.GenTextures(1, out id);
GL.BindTexture(TextureTarget.Texture2D, id);
Bitmap bitmap = new Bitmap(path);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
bitmap.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
return id;
}
And here I call Sprite.Render()
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.ClearColor(Color.MidnightBlue);
GL.Clear(ClearBufferMask.ColorBufferBit);
_sprite.Render();
SwapBuffers();
base.OnRenderFrame(e);
}
As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.