Textures in OpenGL

The Cherno · 191K views · 2018 · 31:44

Open on YouTube

Computer graphics & renderingC, C++, Rust, Go & systems languagestutorial

Why Stack Overflow recommends it

Stack Overflow users link it as the tutorial they were following when they hit OpenGL problems, and some point to it as the source of their texture or shader code.

Recommended by 1 people across 1 different months, 2019 to 2021.

What it is

An episode of The Cherno's OpenGL series that shows how to load an image with stb_image, create a texture, set its parameters, and sample it in a shader to draw a textured quad. It is a live-coded C++ tutorial about 32 minutes long.

What people said

Recommends Daniel Arnett · 2019-10 · Stack Overflow · on “OpenGL glAttachShader 1281 Error”

Make sure that your shader is being properly updated whenever you're building your code. Open the build directory and look for the shader file that you're using, and ensure that changes you're making to the source shader are reflected in the build version. A common error with shaders is that they are copied when the files are first created and then not updated. I am following the same series by TheCherno on YouTube [this video] as you, and I've been using CMake as my build system. It copied over the shader file when I first created it, but hasn't since. By adding the below line to my CMakeLists.txt I ensure that if there are any changes to the shader file that CMake will update the file. configur

Cites Matthew · 2021-01 · Stack Overflow · on “Android OpenGL rendering first pixel of a texture for the entire mesh”

I am trying to render a texture on a square. The square is built with 2 triangles, and uses an index buffer. The problem I am having is that the entire square is a single color even though for the S and T coordinates, I specified the entire texture (which has different colors in it.) [LINK] my texture As you can see, this is the result... [LINK] The display Here is what I am trying to do... My shaders are very simple, just a simple model view matrix and a position Vertex Shader uniform mat4 uMVPMatrix; attribute vec4 aPosition; attribute vec2 aTextureCoordinates; varying vec2 vTextureCoordinates; void main() { vTextureCoordinates = aTextureCoordinates; gl_Position = uMVPMatrix * aPosition; }

Cites AboodXD · 2021-10 · Stack Overflow · on “PyOpenGL texture rendering black”

I have been following an online tutorial on OpenGL lately to test integration of PyOpenGL into a PyQt5 application with QOpenGLWidget. I was able to follow every episode with no issues until the textures episode [this video] ; I cannot get the texture to render at all. My code is as follows (wrappers removed to make the code simpler, but I have tested it to make sure it is the same): def FirstFrame(): positions = [ -0.5, -0.5, 0.0, 0.0, +0.5, -0.5, 1.0, 0.0, +0.5, +0.5, 1.0, 1.0, -0.5, +0.5, 0.0, 1.0 ] indices = [ 0, 1, 2, 2, 3, 0, ] global g_vao vao = g_vao = glGenVertexArrays(1) glBindVertexArray(vao) global g_posBuffer posBuffer = g_posBuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, pos