OpenGL: Render skybox cubmap issue












0















I am creating a Sky box with a cube map so I used this site to generate the sides of the cube map Sky box generator, now I have 6 512 png files, I used the following code to render it:



glGenTextures(1, &cubemapTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
for (GLuint i = 0; i < images.size(); i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGB, GL_UNSIGNED_BYTE, images[i].data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);


the code was working fine with different images but those images that are downloaded from this site give me the following result



enter image description here



this is a sample of the image used not working:



Sample tha is not working



this is a sample of the worked images:



enter image description here










share|improve this question























  • Have you tried GL_RGBA ?

    – VuVirt
    Nov 14 '18 at 14:59











  • I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

    – Mohamed Moussa
    Nov 14 '18 at 15:03






  • 1





    Both should be GL_RGBA

    – VuVirt
    Nov 14 '18 at 15:16






  • 1





    It worked, thank you. could you post it as Answer?

    – Mohamed Moussa
    Nov 14 '18 at 15:44
















0















I am creating a Sky box with a cube map so I used this site to generate the sides of the cube map Sky box generator, now I have 6 512 png files, I used the following code to render it:



glGenTextures(1, &cubemapTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
for (GLuint i = 0; i < images.size(); i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGB, GL_UNSIGNED_BYTE, images[i].data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);


the code was working fine with different images but those images that are downloaded from this site give me the following result



enter image description here



this is a sample of the image used not working:



Sample tha is not working



this is a sample of the worked images:



enter image description here










share|improve this question























  • Have you tried GL_RGBA ?

    – VuVirt
    Nov 14 '18 at 14:59











  • I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

    – Mohamed Moussa
    Nov 14 '18 at 15:03






  • 1





    Both should be GL_RGBA

    – VuVirt
    Nov 14 '18 at 15:16






  • 1





    It worked, thank you. could you post it as Answer?

    – Mohamed Moussa
    Nov 14 '18 at 15:44














0












0








0








I am creating a Sky box with a cube map so I used this site to generate the sides of the cube map Sky box generator, now I have 6 512 png files, I used the following code to render it:



glGenTextures(1, &cubemapTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
for (GLuint i = 0; i < images.size(); i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGB, GL_UNSIGNED_BYTE, images[i].data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);


the code was working fine with different images but those images that are downloaded from this site give me the following result



enter image description here



this is a sample of the image used not working:



Sample tha is not working



this is a sample of the worked images:



enter image description here










share|improve this question














I am creating a Sky box with a cube map so I used this site to generate the sides of the cube map Sky box generator, now I have 6 512 png files, I used the following code to render it:



glGenTextures(1, &cubemapTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
for (GLuint i = 0; i < images.size(); i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGB, GL_UNSIGNED_BYTE, images[i].data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);


the code was working fine with different images but those images that are downloaded from this site give me the following result



enter image description here



this is a sample of the image used not working:



Sample tha is not working



this is a sample of the worked images:



enter image description here







c++ opengl textures skybox






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 14 '18 at 14:29









Mohamed MoussaMohamed Moussa

378




378













  • Have you tried GL_RGBA ?

    – VuVirt
    Nov 14 '18 at 14:59











  • I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

    – Mohamed Moussa
    Nov 14 '18 at 15:03






  • 1





    Both should be GL_RGBA

    – VuVirt
    Nov 14 '18 at 15:16






  • 1





    It worked, thank you. could you post it as Answer?

    – Mohamed Moussa
    Nov 14 '18 at 15:44



















  • Have you tried GL_RGBA ?

    – VuVirt
    Nov 14 '18 at 14:59











  • I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

    – Mohamed Moussa
    Nov 14 '18 at 15:03






  • 1





    Both should be GL_RGBA

    – VuVirt
    Nov 14 '18 at 15:16






  • 1





    It worked, thank you. could you post it as Answer?

    – Mohamed Moussa
    Nov 14 '18 at 15:44

















Have you tried GL_RGBA ?

– VuVirt
Nov 14 '18 at 14:59





Have you tried GL_RGBA ?

– VuVirt
Nov 14 '18 at 14:59













I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

– Mohamed Moussa
Nov 14 '18 at 15:03





I tried it glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data); the texture became black.

– Mohamed Moussa
Nov 14 '18 at 15:03




1




1





Both should be GL_RGBA

– VuVirt
Nov 14 '18 at 15:16





Both should be GL_RGBA

– VuVirt
Nov 14 '18 at 15:16




1




1





It worked, thank you. could you post it as Answer?

– Mohamed Moussa
Nov 14 '18 at 15:44





It worked, thank you. could you post it as Answer?

– Mohamed Moussa
Nov 14 '18 at 15:44












1 Answer
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It seems that PNG files contain alpha channel, so you should use GL_RGBA in your glTexImage2D call like this:



glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data);





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    It seems that PNG files contain alpha channel, so you should use GL_RGBA in your glTexImage2D call like this:



    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data);





    share|improve this answer




























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      It seems that PNG files contain alpha channel, so you should use GL_RGBA in your glTexImage2D call like this:



      glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data);





      share|improve this answer


























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        It seems that PNG files contain alpha channel, so you should use GL_RGBA in your glTexImage2D call like this:



        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data);





        share|improve this answer













        It seems that PNG files contain alpha channel, so you should use GL_RGBA in your glTexImage2D call like this:



        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, images[i].width, images[i].height, 0, GL_RGBA , GL_UNSIGNED_BYTE, images[i].data);






        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 14 '18 at 16:04









        VuVirtVuVirt

        1,389711




        1,389711
































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