Memory leak in drawing OpenGL framebuffer to UIImage - ios

I am using OpenGL to do my drawing on screen and want to draw a portion of the screen to a UIImage. This is code I've cobbled together looking at examples, which works, but produces a memory leak every time it's called. I've tested this on device and the leak still persists and eventually causes a crash. The returned UIImage is saved to an instance variable and is later definitely set to nil again. What is causing the memory leak here?
- (UIImage *)renderToImageWithContentFrame:(CGRect)contentFrame
exportFrame:(CGRect)exportFrame
scale:(float)scale {
float screenWidth = contentFrame.size.width * scale;
float screenHeight = contentFrame.size.height * scale;
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
GLuint renderTex;
glGenTextures(1, &renderTex);
glBindTexture(GL_TEXTURE_2D, renderTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screenWidth, screenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, screenWidth, screenHeight);
[self _renderImageGL];
// grabbing image from FBO
NSInteger dataLength = screenWidth * screenHeight * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(0, 0, screenWidth, screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, data);
glDeleteFramebuffers(1, &framebuffer);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(screenWidth, screenHeight, 8, 32, screenWidth * 4, colorspace,
kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
float x = (exportFrame.origin.x - contentFrame.origin.x) * scale;
float y = (exportFrame.origin.y - contentFrame.origin.y) * scale;
float width = exportFrame.size.width * scale;
float height = exportFrame.size.height * scale;
CGImageRef cropped = CGImageCreateWithImageInRect(iref, (CGRect){x, y, width, height});
UIGraphicsBeginImageContext((CGSize){width, height});
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, (CGRect){0, 0, width, height}, cropped);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
CGImageRelease(cropped);
return image;
}

The variable renderTex is not being freed (via a call to glDeleteTextures(1, &renderTex);). My guess is that Instruments may not know about OpenGL-allocated memory because that memory may reside on a graphics card and may be harder (or impossible) to track. (Though that's mainly a guess.)

Related

Can't load image into OpenGLES 2.0 Texture

I'm trying to load a screenshot into an OpenGLES Texture, but when i display it, it is just black.
Here is how I get the screenshot:
UIGraphicsBeginImageContext(self.bounds.size);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
and here is how I'm trying to load the image into the Texture:
GLuint setupTextureFromImage(UIImage* image) {
CGImageRef spriteImage = image.CGImage;
if (!spriteImage) {
NSLog(#"Failed to load image");
exit(1);
}
size_t width = CGImageGetWidth(spriteImage);
size_t height = CGImageGetHeight(spriteImage);
GLubyte * spriteData = (GLubyte *) calloc(width*height*4, sizeof(GLubyte));
CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Host);
CGContextDrawImage(spriteContext, CGRectMake(0, 0, width, height), spriteImage);
CGContextRelease(spriteContext);
GLuint texName;
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) width, (int) height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
free(spriteData);
return texName;
}
if I load an image from the resources with [UIImage imageNamed: #"FileName.png"] it works and if I'm setting the screenshot as the background color it also works, so both parts work separately

Fastest way to render OpenGL texture into CGContext

Here's the question in brief:
For some layer compositing, I have to render an OpenGL texture in a CGContext. What's the fastest way to do that?
Thoughts so far:
Obviously, calling renderInContext won't capture OpenGL content, and glReadPixels is too slow.
For some 'context', I'm calling this method in a delegate class of a layer:
- (void) drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx
I've considered using a CVOpenGLESTextureCache, but that requires an additional rendering, and it seems like some complicated conversion would be necessary post-rendering.
Here's my (terrible) implemention right now:
glBindRenderbuffer(GL_RENDERBUFFER, displayRenderbuffer);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte *) malloc(dataLength * sizeof(GLubyte));
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
CGFloat scale = self.contentScaleFactor;
NSInteger widthInPoints, heightInPoints;
widthInPoints = width / scale;
heightInPoints = height / scale;
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
For anyone curious, the method shown above is not the fastest way.
When a UIView is asked for its contents, it will ask its layer (usually a CALayer) to draw them for it. The exception: OpenGL-based views, which use a CAEAGLLayer (a subclass of CALayer), use the same method but returns nothing. No drawing happens.
So, if you call:
[someUIView.layer drawInContext:someContext];
it will work, while
[someOpenGLView.layer drawInContext:someContext];
won't.
This also becomes an issue if you're asking a superview of any OpenGL-based view for its content: it will recursively ask each of its subviews for theirs, and any subview that uses a CAEAGLLayer will hand back nothing (you'll see a black rectangle).
I set out above to find an implementation of a delegate method of CALayer, drawLayer:inContext:, which I could use in any OpenGL-based views so that the view object itself would provide its contents (rather than the layer). The delegate method is called automatically: Apple expects it to work this way.
Where performance isn't an issue, you can implement a variation of a simple snapshot method in your view. The method would look like this:
- (void) drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
GLint backingWidth, backingHeight;
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _colorRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
CGContextDrawImage(ctx, self.bounds, iref);
}
BUT! This is not a performance effective.
glReadPixels, as noted just about everywhere, is not a fast call. Starting in iOS 5, Apple exposed CVOpenGLESTextureCacheRef - basically, a shared buffer that can be used both as a CVPixelBufferRef and as an OpenGL texture. Originally, it was designed to be used as a way of getting an OpenGL texture from a video frame: now it's more often used in reverse, to get a video frame from a texture.
So a much better implementation of the above idea is to use the CVPixelBufferRef you get from CVOpenGLESTextureCacheCreateTextureFromImage, get direct access to those pixels, draw them into a CGImage which you cache and which is drawn into your context in the delegate method above.
The code is here. On each rendering pass, you draw your texture into the texturecache, which is linked to the CVPixelBuffer Ref:
- (void) renderToCGImage {
// Setup the drawing
[ochrContext useProcessingContext];
glBindFramebuffer(GL_FRAMEBUFFER, layerRenderingFramebuffer);
glViewport(0, 0, (int) self.frame.size.width, (int) self.frame.size.height);
[ochrContext setActiveShaderProgram:layerRenderingShaderProgram];
// Do the actual drawing
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, self.inputTexture);
glUniform1i(layerRenderingInputTextureUniform, 4);
glVertexAttribPointer(layerRenderingShaderPositionAttribute, 2, GL_FLOAT, 0, 0, kRenderTargetVertices);
glVertexAttribPointer(layerRenderingShaderTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, kRenderTextureVertices);
// Draw and finish up
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFinish();
// Try running this code asynchronously to improve performance
dispatch_async(PixelBufferReadingQueue, ^{
// Lock the base address (can't get the address without locking it).
CVPixelBufferLockBaseAddress(renderTarget, 0);
// Get a pointer to the pixels
uint32_t * pixels = (uint32_t*) CVPixelBufferGetBaseAddress(renderTarget);
// Wrap the pixel data in a data-provider object.
CGDataProviderRef pixelWrapper = CGDataProviderCreateWithData(NULL, pixels, CVPixelBufferGetDataSize(renderTarget), NULL);
// Get a color-space ref... can't this be done only once?
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
// Release the exusting CGImage
CGImageRelease(currentCGImage);
// Get a CGImage from the data (the CGImage is used in the drawLayer: delegate method above)
currentCGImage = CGImageCreate(self.frame.size.width,
self.frame.size.height,
8,
32,
4 * self.frame.size.width,
colorSpaceRef,
kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
pixelWrapper,
NULL,
NO,
kCGRenderingIntentDefault);
// Clean up
CVPixelBufferUnlockBaseAddress(renderTarget, 0);
CGDataProviderRelease(pixelWrapper);
CGColorSpaceRelease(colorSpaceRef);
});
}
And then implement the delegate method very simply:
- (void) drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
CGContextDrawImage(ctx, self.bounds, currentCGImage);
}

glReadPixels white spots issues

I'm trying to make a screenshot on my iPad with OpenGL ES. This does work, but there are blank spots on them. These blank spots seem to be the rendered object. I've tried using the other buffers aswell, but none of them seem to contain the actual 3D object?
I'm using the example code of String SDK.
Image of the issue:
EAGLView.m
- (void)createFramebuffer
{
if (context && !defaultFramebuffer)
{
[EAGLContext setCurrentContext:context];
// Handle scale
if ([self respondsToSelector:#selector(setContentScaleFactor:)])
{
float screenScale = [UIScreen mainScreen].scale;
self.contentScaleFactor = screenScale;
}
// Create default framebuffer object.
glGenFramebuffers(1, &defaultFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffers(1, &colorRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &framebufferWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer);
// Create and attach depth buffer
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, framebufferWidth, framebufferHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
// Bind color buffer
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
NSLog(#"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
}
Screenshot code
EAGLView.m
- (UIImage*)snapshot:(UIView*)eaglview
{
GLint backingWidth, backingHeight;
// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point,
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
//glBindRenderbufferOES(GL_RENDERBUFFER_OES, _colorRenderbuffer);
// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
NSInteger x = 0, y = 0, width = backingWidth, height = backingHeight;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));
// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
ref, NULL, true, kCGRenderingIntentDefault);
// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// Set the scale parameter to your OpenGL ES view's contentScaleFactor
// so that you get a high-resolution snapshot when its value is greater than 1.0
CGFloat scale = eaglview.contentScaleFactor;
widthInPoints = width / scale;
heightInPoints = height / scale;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
widthInPoints = width;
heightInPoints = height;
UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}
CGContextRef cgcontext = UIGraphicsGetCurrentContext();
// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);
// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);
return image;
}
String_OGL_TutorialViewController.m
- (void)render
{
[(EAGLView *)self.view setFramebuffer];
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
const int maxMarkerCount = 10;
struct MarkerInfoMatrixBased markerInfo[10];
int markerCount = [stringOGL getMarkerInfoMatrixBased: markerInfo maxMarkerCount: maxMarkerCount];
for (int i = 0; i < markerCount; i++)
{
float diffuse[4] = {0, 0, 0, 0};
diffuse[markerInfo[i].imageID % 3] = 1;
if ([context API] == kEAGLRenderingAPIOpenGLES2)
{
glUseProgram(program);
glUniform4fv(uniforms[UNIFORM_COLOR], 1, diffuse);
const float translationMatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, -cubeScale, 1};
float modelViewMatrix[16];
float modelViewProjectionMatrix[16];
[String_OGL_TutorialViewController multiplyMatrix: translationMatrix withMatrix: markerInfo[i].transform into: modelViewMatrix];
[String_OGL_TutorialViewController multiplyMatrix: modelViewMatrix withMatrix: projectionMatrix into: modelViewProjectionMatrix];
glUniformMatrix4fv(uniforms[UNIFORM_MVP], 1, GL_FALSE, modelViewProjectionMatrix);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, ((float *)NULL) + 6 * 4 * 3);
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
// DEBUG macro must be defined in your debug configurations if that's not already the case.
#if defined(DEBUG)
if (![self validateProgram:program])
{
NSLog(#"Failed to validate program: %d", program);
return;
}
#endif
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, NULL);
}
else
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 12, NULL);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 12, ((float *)NULL) + 6 * 4 * 3);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projectionMatrix);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(markerInfo[i].transform);
glTranslatef(0, 0, -cubeScale);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, NULL);
}
UIImage *img = [(EAGLView *)self.view snapshot: self.view];
UIImageWriteToSavedPhotosAlbum(img, self, #selector(image:didFinishSavingWithError:contextInfo:), nil);
[stringOGL pause];
}
}

same texture binding on every "quad"

I have 6 squares made up of 2 trangles, each of which is supposed to have a different texture mapped onto it. Instead, each texture is having the last binded texture on it instead of its own. Heres my drawView and setView:
- (void)drawView:(GLView*)view
{
glBindTexture(GL_TEXTURE_2D, texture[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
static const Vertex3D vertices[] = {
{0,0, 1}, //TL
{ 1024,0, 1}, //TR
{0,-1024, 1}, //BL
{ 1024.0f, -1024.0f, 1} //BR
};
static const GLfloat texCoords[] = {
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
- (void)setupView:(GLView*)view {
// Bind the number of textures we need.
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP,GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glLoadIdentity();
NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:#"jpg"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(#"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
// Flip the Y-axis
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
}
You're always using texture[0], so you will indeed get the same texture every time. You need to pass the id of the texture you want to glBindTexture ().
I think the problem is related to the texture binding and in particular to this line:
glBindTexture(GL_TEXTURE_2D, texture[0]);
Double check that you use the right value of the gluint required for the texture binding.
Are you using shaders? In case double check it as well though it is most probably not the case.
I suggest to use texture atlas in order to not kill the overall engine's performances by binding every time a different texture in the GPU.

In UIImage to Texture conversion, Texture is flipped vertically

I am trying to read UIImage into the texture on iOS platform. I found the code snippet on StackOverflow that does the trick, but the problem is when I display the texture it is displayed Mirrored upside down.
int numComponents = 4;
UIImage* image = [UIImage imageNamed:#"Test.png"];
CGImageRef imageRef = [image CGImage];
int width = CGImageGetWidth(imageRef);
int height = CGImageGetHeight(imageRef);
//Allocate texture data
GLubyte* textureData = (GLubyte *)malloc(width * height * numComponents);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(textureData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
//texture setup
GLuint textureID;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureDataMirrored);
I also tried to mirror the UIImage using following line (before reading the data) but its not working either. In fact no effect whatsoever.
image = [UIImage imageWithCGImage:image.CGImage scale:image.scale orientation:UIImageOrientationUpMirrored];
Please let me know what am I doing wrong here. Thank you.
This two lines fixed the problem
CGAffineTransform flipVertical = CGAffineTransformMake(1, 0, 0, -1, 0,height);
CGContextConcatCTM(context, flipVertical);

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