png texture blend problem

Hi,

As a beginer i try to load a png texture(with tranparancy)
After having read some docs and forum i succeeded in loading png (without transparancy) as a texture into a 2D quad.
Fact is i encounter some troubles with transparancy.
I saw some important rules to apply : glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) for exemple and gl_enabled(GL_BLEND).
I still have a badly formated picture.

Maybe i do something wrong, maybe instructions are not in the good order.

This is my code, maybe somone could see where the issue come from?



int main(int argc, char *argv[]){
  SDL_Event event;
  SDL_Init(SDL_INIT_VIDEO);
  SDL_SetVideoMode(1200, 700, 0, SDL_OPENGL | SDL_HWSURFACE | SDL_NOFRAME);

  glViewport(0, 0, 1200, 700);
  // glClearColor(0.0, 0.0, 0.0, 1.0);
//glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glMatrixMode(GL_PROJECTION);
  glMatrixMode(GL_MODELVIEW);
  //glEnable(GL_DEPTH_TEST);
  
  int width(191);
  int height(240);
 
   texture = LoadTexture_png("pmario.png",width,height);
    SDL_EnableKeyRepeat(10,10);
    while(SDL_WaitEvent(&event))
    {
        switch(event.type)
        {
            case SDL_QUIT:
                 exit(0);
                 break;
            case SDL_KEYDOWN: 
            switch (event.key.keysym.sym)
            {
            case SDLK_ESCAPE:
                     exit(0);
                     break;     
            }
        }
   


 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 glMatrixMode( GL_MODELVIEW );
 glLoadIdentity( );
 glEnable(GL_BLEND);
 glDisable(GL_DEPTH_TEST);
 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
  
 glEnable(GL_TEXTURE_2D); 
 
  glBegin(GL_QUADS);
      glBindTexture(GL_TEXTURE_2D, texture);
      glTexCoord2d(0,1);glVertex2f(-0.8, 0.8);
        
      glTexCoord2d(1,1); glVertex2f(-0.6, 0.8);
      glTexCoord2d(1,0);glVertex2f(-0.6, 0.4);
      glTexCoord2d(0,0); glVertex2f(-0.8, 0.4);
  glEnd();  
  glDisable(GL_TEXTURE_2D);
  glDisable(GL_BLEND);
    
  SDL_GL_SwapBuffers();

    
  }
  





For instance i use a loading png function i found on the web :



GLuint LoadTexture_png(const char* filename, int &width, int &height) 
 {
   //header for testing if it is a png
   png_byte header[8];
 
   //open file as binary
   FILE *fp = fopen(filename, "rb");
   if (!fp) {
     return TEXTURE_LOAD_ERROR;
   }
 
   //read the header
   fread(header, 1, 8, fp);
 
   //test if png
   int is_png = !png_sig_cmp(header, 0, 8);
   if (!is_png) {
     fclose(fp);
     return TEXTURE_LOAD_ERROR;
   }
 
   //create png struct
   png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
       NULL, NULL);
   if (!png_ptr) {
     fclose(fp);
     return (TEXTURE_LOAD_ERROR);
   }
 
   //create png info struct
   png_infop info_ptr = png_create_info_struct(png_ptr);
   if (!info_ptr) {
     png_destroy_read_struct(&png_ptr, (png_infopp) NULL, (png_infopp) NULL);
     fclose(fp);
     return (TEXTURE_LOAD_ERROR);
   }
 
   //create png info struct
   png_infop end_info = png_create_info_struct(png_ptr);
   if (!end_info) {
     png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL);
     fclose(fp);
     return (TEXTURE_LOAD_ERROR);
   }
 
   //png error stuff, not sure libpng man suggests this.
   if (setjmp(png_jmpbuf(png_ptr))) {
     png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
     fclose(fp);
     return (TEXTURE_LOAD_ERROR);
   }
 
   //init png reading
   png_init_io(png_ptr, fp);
 
   //let libpng know you already read the first 8 bytes
   png_set_sig_bytes(png_ptr, 8);
 
   // read all the info up to the image data
   png_read_info(png_ptr, info_ptr);
 
   //variables to pass to get info
   int bit_depth, color_type;
   png_uint_32 twidth, theight;
 
   // get info about png
   png_get_IHDR(png_ptr, info_ptr, &twidth, &theight, &bit_depth, &color_type,
       NULL, NULL, NULL);
 
   //update width and height based on png info
   width = twidth;
   height = theight;
 
   // Update the png info struct.
   png_read_update_info(png_ptr, info_ptr);
 
   // Row size in bytes.
   int rowbytes = png_get_rowbytes(png_ptr, info_ptr);
 
   // Allocate the image_data as a big block, to be given to opengl
   png_byte *image_data = new png_byte[rowbytes * height];
   if (!image_data) {
     //clean up memory and close stuff
     png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
     fclose(fp);
     return TEXTURE_LOAD_ERROR;
   }
 
   //row_pointers is for pointing to image_data for reading the png with libpng
   png_bytep *row_pointers = new png_bytep[height];
   if (!row_pointers) {
     //clean up memory and close stuff
     png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
     delete[] image_data;
     fclose(fp);
     return TEXTURE_LOAD_ERROR;
   }
   // set the individual row_pointers to point at the correct offsets of image_data
   for (int i = 0; i < height; ++i)
     row_pointers[height - 1 - i] = image_data + i * rowbytes;
 
   //read the png into image_data through row_pointers
   png_read_image(png_ptr, row_pointers);
 
   //Now generate the OpenGL texture object
   GLuint texture;
   glGenTextures(1, &texture);
   glBindTexture(GL_TEXTURE_2D, texture);
   glTexImage2D(GL_TEXTURE_2D,0, GL_RGBA, width, height, 0,
       GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) image_data);
       
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
   //clean up memory and close stuff
   png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
   delete[] image_data;
   delete[] row_pointers;
   fclose(fp);
 
   return texture;
 }




The png i use :

RGBA (i checked it, it is a png with alpha for transparancy)
color depth 32
size 191 X 240
Thanks a lot for your help,

Gilles

I still have a badly formated picture.

Can you be more specific

Hi,

Fact is i was using an old opengl Version. I assume with opengl3 or more, it will be ok.
Image was unreadable(visually). I have difficulties to fond the english word :wink: it sounds like picture was badly rendered (like a tv with bad setting :wink: ).

Thanks,

Gilles


glTexImage2D(GL_TEXTURE_2D,0, GL_RGBA, width, height, 0,
       GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) image_data);

You have to check it the image is RGB or RGBA. This state says that the image is RGB which is unlikely if you have an alpha value.