在 OpenGL 中使用 SOIL 向三角形添加纹理的问题

Problem with adding texture to triangle using SOIL in OpenGL

这是在尝试加载纹理时出现的错误: 这是我的工作目录: 下面是我的纹理图像的位置 我尝试向三角形添加纹理,但似乎出了点问题。当尝试 运行 调试时,没有错误也没有警告,但是它显示灰色 window,没有三角形,也没有任何纹理。这是我的部分代码,有什么问题吗?

#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#define GLEW_STATIC


#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "SOIL2/SOIL2.h"

int glWindowWidth = 640;
int glWindowHeight = 480;
int retina_width, retina_height;
GLFWwindow* glWindow = NULL;

GLfloat vertexCoordinates[] = {
    //position         //color           //texture
    0.5f,0.5f,0.0f,    1.0f,0.0f,0.0f,   1.0f ,1.0f,
    0.5f,-0.5f,0.0f,    1.0f,1.0f,1.0f,   1.0f,0.0f
    -0.5f,-0.5f,0.0f,    1.0f,0.0f,0.0f,   0.0f ,0.0f,
    -0.5f,0.5f,0.0f,    1.0f,0.0f,1.0f,   0.0f ,1.0f,
};
GLuint indices[] = 
{
0,1,2,  
1,2,3
};


GLuint verticesVBO;
GLuint triangleVAO;
GLuint EBO;




GLuint triangleVAO2;
GLuint verticesVBO2;


GLuint shaderProgram;
GLuint shaderProgram2;



void windowResizeCallback(GLFWwindow* window, int width, int height)
{
    fprintf(stdout, "window resized to width: %d , and height: %d\n", width, height);
    //TODO
}

void initObjects()
{
    //genereaza un ID unic pentru verticesVBO
    glGenBuffers(1, &verticesVBO);
    glGenBuffers(1, &EBO);
    glGenVertexArrays(1, &triangleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoordinates), vertexCoordinates, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //genereaza un ID unic, care corespunde obiectului triangleVAO

    glBindVertexArray(triangleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

    //seteaza pointer-ul atributelor de varf
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid *)0);
    glEnableVertexAttribArray(0);
    //color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
    glEnableVertexAttribArray(1);


    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    //de-selecteaza obiectul triangleVAO
    glBindVertexArray(0);




}

bool initOpenGLWindow()
{
    if (!glfwInit()) {
        fprintf(stderr, "ERROR: could not start GLFW3\n");
        return false;
    }

    //for Mac OS X
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);

    glWindow = glfwCreateWindow(glWindowWidth, glWindowHeight, "OpenGL Shader Example", NULL, NULL);
    if (!glWindow) {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return false;
    }

    glfwSetWindowSizeCallback(glWindow, windowResizeCallback);
    glfwMakeContextCurrent(glWindow);

    glfwWindowHint(GLFW_SAMPLES, 4);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
    const GLubyte* version = glGetString(GL_VERSION); // version as a string
    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    //for RETINA display
    glfwGetFramebufferSize(glWindow, &retina_width, &retina_height);

    return true;
}

void renderScene()
{
    //initializeaza buffer-ele de culoare si adancime inainte de a rasteriza cadrul curent
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //defineste culoarea de fundal
    glClearColor(0.8, 0.8, 0.8, 1.0);
    //specifica locatia si dimensiunea ferestrei
    glViewport(0, 0, retina_width, retina_height);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);


    if (glfwGetKey(glWindow, GLFW_KEY_D)) {
        //TODO
    }

    //activeaza program shader-ul; apeluri ulterioare de rasterizare vor utiliza acest program
    glUseProgram(shaderProgram); /**/

    //activeaza VAO
    glBindVertexArray(triangleVAO);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
    glBindVertexArray(0);


    //specifica tipul primitiei, indicele de inceput si numarul de indici utilizati pentru rasterizare
    //glDrawArrays(GL_TRIANGLES, 0, 3);


    //glDrawArrays(GL_TRIANGLES, 0, 3); /**/



}

std::string readShaderFile(std::string fileName)
{
    std::ifstream shaderFile;
    std::string shaderString;

    //open shader file
    shaderFile.open(fileName);

    std::stringstream shaderStringStream;

    //read shader content into stream
    shaderStringStream << shaderFile.rdbuf();

    //close shader file
    shaderFile.close();

    //convert stream into GLchar array
    shaderString = shaderStringStream.str();
    return shaderString;
}

void shaderCompileLog(GLuint shaderId)
{
    GLint success;
    GLchar infoLog[512];

    //check compilation info
    glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(shaderId, 512, NULL, infoLog);
        std::cout << "Shader compilation error\n" << infoLog << std::endl;
    }
}

void shaderLinkLog(GLuint shaderProgramId)
{
    GLint success;
    GLchar infoLog[512];

    //check linking info
    glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "Shader linking error\n" << infoLog << std::endl;
    }
}

GLuint initBasicShader(std::string vertexShaderFileName, std::string fragmentShaderFileName, GLuint shaderProgram)
{
    //read, parse and compile the vertex shader
    std::string v = readShaderFile(vertexShaderFileName);
    const GLchar* vertexShaderString = v.c_str();
    GLuint vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderString, NULL);
    glCompileShader(vertexShader);
    //check compilation status
    shaderCompileLog(vertexShader);

    //read, parse and compile the vertex shader
    std::string f = readShaderFile(fragmentShaderFileName);
    const GLchar* fragmentShaderString = f.c_str();
    GLuint fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderString, NULL);
    glCompileShader(fragmentShader);
    //check compilation status
    shaderCompileLog(fragmentShader);

    //attach and link the shader programs
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    //check linking info
    shaderLinkLog(shaderProgram);

    return shaderProgram;
}


int main(int argc, const char * argv[]) {

    initOpenGLWindow();

    initObjects();

    shaderProgram = initBasicShader("shaders/shader.vert", "shaders/shader.frag",shaderProgram);
    shaderProgram2 = initBasicShader("shaders/shader2.vert", "shaders/shader2.frag",shaderProgram2);
    int width, height;
    GLuint texture;

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    unsigned char* image = SOIL_load_image("res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0);
    while (!glfwWindowShouldClose(glWindow)) {
        glActiveTexture(GL_TEXTURE0);
        glfwPollEvents();
        renderScene();
        glBindTexture(GL_TEXTURE_2D, texture);
        glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0);
        glBindVertexArray(triangleVAO);
        glfwSwapBuffers(glWindow);
    }

    //close GL context and any other GLFW resources
    glfwTerminate();

    return 0;
}

这是片段着色器

#version 400
in vec3 colour;
in vec2 passTexture;
out vec4 fragmentColour;
uniform sampler2D dif;
void main() {
    fragmentColour = texture(dif, passTexture);
}

这是顶点着色器:

#version 400
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 textcoord;
out vec3 colour;
out vec2 passTexture;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
    colour = vertexNormal;
    passTexture = textcoord;
    gl_Position = projection * view * model * vec4(vertexPosition, 1.0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

//genereaza un ID unic, care corespunde obiectului triangleVAO

glBindVertexArray(triangleVAO);

您需要在绑定索引缓冲区之前绑定顶点数组对象,因此您需要交换它。

编辑:顶点数组绑定需要高于

glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

还有。

默认情况下,顶点着色器中矩阵的所有字段都由 0.0 初始化。

要生成代码 运行,您必须跳过矩阵:

gl_Position = vec4(vertexPosition, 1.0);

或者通过renderScene中的Identity matrix初始化它们:

GLint model_loc = glGetUniformLocation(shaderProgram, "model");
GLint view_loc  = glGetUniformLocation(shaderProgram, "view");
GLint proj_loc  = glGetUniformLocation(shaderProgram, "projection");
GLint tex_loc   = glGetUniformLocation(shaderProgram, "diffuseTexture");

float identity_matrix[] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};

注意,制服必须在glUseProgram安装程序后设置。

glUseProgram(shaderProgram);

glUniformMatrix4fv(model_loc, 1, GL_FALSE, identity_matrix);
glUniformMatrix4fv(view_loc,  1, GL_FALSE, identity_matrix);
glUniformMatrix4fv(proj_loc,  1, GL_FALSE, identity_matrix);
glUniform1i(tex_loc, 0); // unnecessary, because 0 is default.

由于Index buffers is stated in the Vertex Array Object,必须先绑定VAO,然后才能绑定索引缓冲区:

glGenVertexArrays(1, &triangleVAO);
glBindVertexArray(triangleVAO);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

在执行绘制调用之前,设置所有必要的状态,并绑定必要的对象。
viewport rectangle 和 clear color 应该设置在 glClear.
之前 纹理应该在绘制网格之前绑定。

while (!glfwWindowShouldClose(glWindow)) {
    glfwPollEvents();        

    renderScene();

    glfwSwapBuffers(glWindow);
}
void renderScene()
{
    glViewport(0, 0, retina_width, retina_height);
    glClearColor(0.8, 0.8, 0.8, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glBindVertexArray(triangleVAO);

    glUseProgram(shaderProgram);
    // set the uniforms as described above
    // [...]

    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}

此外,顶点数组属性数组的第 2 行缺少一个逗号 (,),并且索引未形成四边形。更改它:

GLfloat vertexCoordinates[] = {
    //position         //color           //texture
     0.5f, 0.5f,0.0f,    1.0f,0.0f,0.0f,  1.0f ,1.0f,
     0.5f,-0.5f,0.0f,    1.0f,1.0f,1.0f,  1.0f ,0.0f,
    -0.5f,-0.5f,0.0f,    1.0f,0.0f,0.0f,  0.0f ,0.0f,
    -0.5f, 0.5f,0.0f,    1.0f,0.0f,1.0f,  0.0f ,1.0f,
};
GLuint indices[] = { 0,1,2, 0,2,3 };

最后,如果你想使用mipmaping,那么纹理缩小过滤器必须是GL_NEAREST_MIPMAP_NEARESTGL_LINEAR_MIPMAP_NEARESTGL_NEAREST_MIPMAP_LINEAR或[=26=之一].


完整代码:

#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#define GLEW_STATIC

#include "GL/glew.h"
#include "GLFW/glfw3.h"
#include "SOIL2/SOIL2.h"

int glWindowWidth = 640;
int glWindowHeight = 480;
int retina_width, retina_height;
GLFWwindow* glWindow = NULL;

GLfloat vertexCoordinates[] = {
    //position         //color           //texture
     0.5f, 0.5f,0.0f,    1.0f,0.0f,0.0f,  1.0f ,1.0f,
     0.5f,-0.5f,0.0f,    1.0f,1.0f,1.0f,  1.0f ,0.0f,
    -0.5f,-0.5f,0.0f,    1.0f,0.0f,0.0f,  0.0f ,0.0f,
    -0.5f, 0.5f,0.0f,    1.0f,0.0f,1.0f,  0.0f ,1.0f,
};
GLuint indices[] = { 0,1,2, 0,2,3 };

GLuint verticesVBO;
GLuint triangleVAO;
GLuint EBO;
GLuint triangleVAO2;
GLuint verticesVBO2;
GLuint shaderProgram;
GLuint shaderProgram2;
GLuint texture;
GLint model_loc, view_loc, proj_loc, tex_loc;
float identity_matrix[] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};

void windowResizeCallback(GLFWwindow* window, int width, int height)
{
    fprintf(stdout, "window resized to width: %d , and height: %d\n", width, height);
    //TODO
}

void initObjects()
{
    //genereaza un ID unic pentru verticesVBO
    glGenBuffers(1, &verticesVBO);
    glGenBuffers(1, &EBO);
    glGenVertexArrays(1, &triangleVAO);
    glBindVertexArray(triangleVAO);

    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexCoordinates), vertexCoordinates, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    //genereaza un ID unic, care corespunde obiectului triangleVAO

    glBindBuffer(GL_ARRAY_BUFFER, verticesVBO);

    //seteaza pointer-ul atributelor de varf
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(GLfloat), (GLvoid *)0);
    glEnableVertexAttribArray(0);
    //color attribute
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3*sizeof(GLfloat)));
    glEnableVertexAttribArray(1);

    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
    glEnableVertexAttribArray(2);
    //de-selecteaza obiectul triangleVAO
    glBindVertexArray(0);
}

bool initOpenGLWindow()
{
    if (!glfwInit()) {
        fprintf(stderr, "ERROR: could not start GLFW3\n");
        return false;
    }

    //for Mac OS X
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);

    glWindow = glfwCreateWindow(glWindowWidth, glWindowHeight, "OpenGL Shader Example", NULL, NULL);
    if (!glWindow) {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return false;
    }

    glfwSetWindowSizeCallback(glWindow, windowResizeCallback);
    glfwMakeContextCurrent(glWindow);

    glfwWindowHint(GLFW_SAMPLES, 4);

    // start GLEW extension handler
    glewExperimental = GL_TRUE;
    glewInit();

    // get version info
    const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
    const GLubyte* version = glGetString(GL_VERSION); // version as a string
    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    //for RETINA display
    glfwGetFramebufferSize(glWindow, &retina_width, &retina_height);

    return true;
}

void renderScene()
{
    glViewport(0, 0, retina_width, retina_height);
    glClearColor(0.8, 0.8, 0.8, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);
    glBindVertexArray(triangleVAO);

    if (glfwGetKey(glWindow, GLFW_KEY_D)) {
        //TODO
    }

    glUseProgram(shaderProgram);
    glUniformMatrix4fv(model_loc, 1, GL_FALSE, identity_matrix);
    glUniformMatrix4fv(view_loc,  1, GL_FALSE, identity_matrix);
    glUniformMatrix4fv(proj_loc,  1, GL_FALSE, identity_matrix);
    glUniform1i(tex_loc, 0); // unnecessary, because 0 is default.

    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
}

std::string readShaderFile(std::string fileName)
{
    std::ifstream shaderFile;
    std::string shaderString;

    //open shader file
    shaderFile.open(fileName);

    std::stringstream shaderStringStream;

    //read shader content into stream
    shaderStringStream << shaderFile.rdbuf();

    //close shader file
    shaderFile.close();

    //convert stream into GLchar array
    shaderString = shaderStringStream.str();
    return shaderString;
}

void shaderCompileLog(GLuint shaderId)
{
    GLint success;
    GLchar infoLog[512];

    //check compilation info
    glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(shaderId, 512, NULL, infoLog);
        std::cout << "Shader compilation error\n" << infoLog << std::endl;
    }
}

void shaderLinkLog(GLuint shaderProgramId)
{
    GLint success;
    GLchar infoLog[512];

    //check linking info
    glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "Shader linking error\n" << infoLog << std::endl;
    }
}

GLuint initBasicShader(std::string vertexShaderFileName, std::string fragmentShaderFileName, GLuint shaderProgram)
{
    //read, parse and compile the vertex shader
    std::string v = readShaderFile( vertexShaderFileName );
    const GLchar* vertexShaderString = v.c_str();
    GLuint vertexShader;
    vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &vertexShaderString, NULL);
    glCompileShader(vertexShader);
    //check compilation status
    shaderCompileLog(vertexShader);

    //read, parse and compile the vertex shader
    std::string f = readShaderFile( fragmentShaderFileName );
    const GLchar* fragmentShaderString = f.c_str();
    GLuint fragmentShader;
    fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderString, NULL);
    glCompileShader(fragmentShader);
    //check compilation status
    shaderCompileLog(fragmentShader);

    //attach and link the shader programs
    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
    //check linking info
    shaderLinkLog(shaderProgram);

    return shaderProgram;
}

int main(int argc, const char * argv[]) {

    initOpenGLWindow();

    initObjects();

    shaderProgram = initBasicShader("shaders/shader.vert", "shaders/shader.frag",shaderProgram);

    model_loc = glGetUniformLocation(shaderProgram, "model");
    view_loc  = glGetUniformLocation(shaderProgram, "view");
    proj_loc  = glGetUniformLocation(shaderProgram, "projection");
    tex_loc   = glGetUniformLocation(shaderProgram, "diffuseTexture");

    shaderProgram2 = initBasicShader("shaders/shader2.vert", "shaders/shader2.frag",shaderProgram2);
    int width, height;

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    unsigned char* image = SOIL_load_image("SOIL2/res/images/image1.jpg", &width, &height, 0, SOIL_LOAD_RGBA);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
    glGenerateMipmap(GL_TEXTURE_2D);
    SOIL_free_image_data(image);
    glBindTexture(GL_TEXTURE_2D, 0);
    while (!glfwWindowShouldClose(glWindow)) {
        glfwPollEvents();        

        renderScene();

        glfwSwapBuffers(glWindow);
    }

    //close GL context and any other GLFW resources
    glfwTerminate();

    return 0;
}