OpenGL texture color problem?

Maybe you have GL_MODULATE set as texturing environment and the vertex colours are not white. Try setting the texture environment to GL_REPLACE glBindTexture(GL_TEXTURE_2D, your_texture); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) EDIT Another problem may be a color profile embedded into the image. A image viewer may use this colour profile to implement color management, adjusting the colours for your monitor's colour profile.

OpenGL as-it-is doesn't do color management; there is a extension, that framebuffers and textures are sRGB, this is kind of the smallest common denominator of colour management. But then you'd still have to transfer your input images to sRGB colour space I've a lengthy article in preparation the explains in depth how to do colour management with OpenGL. But it's far from complete.

Maybe you have GL_MODULATE set as texturing environment and the vertex colours are not white. Try setting the texture environment to GL_REPLACE. GlBindTexture(GL_TEXTURE_2D, your_texture); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); EDIT Another problem may be a color profile embedded into the image.

A image viewer may use this colour profile to implement color management, adjusting the colours for your monitor's colour profile. OpenGL as-it-is doesn't do color management; there is a extension, that framebuffers and textures are sRGB, this is kind of the smallest common denominator of colour management. But then you'd still have to transfer your input images to sRGB colour space.

I've a lengthy article in preparation the explains in depth how to do colour management with OpenGL. But it's far from complete.

Thanks for reply, but it didn't helped – lameDay Sep 5 at 16:25 see my edit for another explanation. – datenwolf Sep 5 at 16:29 I'm using raw image, exported from Gimp. It's in rgba format, I don't think it has any embedded information.

– lameDay Sep 5 at 16:35 @lameDay: It's not necessarily a question of the embedded color profile. If GIMP simply writes colors in the sRGB colorspace rather than linearizing them, then you will need to load those textures in as sRGB textures. – Nicol Bolas Sep 5 at 16:48 Can you give code example?

How can I do it in openGL? I tried to put GL_SRGB instead of GL_RGBA but it displayed white screen ... – lameDay Sep 5 at 17:42.

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