Re: [PyOpenGL-Users] Textured polygons disappear on me?!?
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mcfletch
From: Michael C. <foo...@fo...> - 2005-02-18 22:15:40
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I'd like to thank everyone for the help, I figured it out and thought you guys would want to know what was going on. Now I "knew" the code was perfect because I lifted it straight out of another program of mine that worked fine. Well after trying tons of stuff I started to think the problem might be in the loading of the texture. While messing around with the call to gluBuild2DMipmaps, I noticed that if I passed the wrong number of bytes for internal format, while the texture looked wrong things weren't disappearing. It also looked like the problem was happening during mipmap transitions (which would explain why they seemed to be somewhat depth related). Well after messing around with the problem more, I figured out what was going on. My PNG which I told to save with transparency, didn't have it. So instead of RGBA format, the data was in RGB. The colors were still right because it was reading 4 bytes per pixel (so it was skipping the nonexistent alpha information). For some reason this only manifested it's self in making mipmaps, The other computer I tested this on had a software OpenGL renderer that could handle this for some reason (what I was doing was wrong, so it's understandable that it wasn't handled correctly). Thanks for all the suggestions. Without some of them (especially the depth problem that made me look into mipmaps) I'm not sure I would have found this. It explains why previously working code seemed to malfunction when it was copy and pasted. Thanks again guys. |