I've got some problems while trying to load smaller textures for my pixel-art game using SOIL. This is the result while loading a 40 x 40 image:
I checked my code if there are any problems when width is smaller than height, and for 40 x 50 everything is alright. I checked that 30 x 40 with Windows' image viewer, and it seems alright there too. Single thing that may influence in any way the loader is when using the coordinate axis to set the position, but, it works right. This is the code for loading the texture:
glGenTextures(1, &actor.texture);
glBindTexture(GL_TEXTURE_2D, actor.texture);
unsigned char* image = SOIL_load_image(("App/Textures/" + name + ".png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
SOIL_free_image_data(image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
When the image is loaded to a texture object, then GL_UNPACK_ALIGNMENT
has to be set to 1:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
Note, by default the parameter is 4. This means that each line of the image is assumed to be aligned to a size which is a multiple of 4. Since the image data are tightly packed and each pixel has a size of 3 bytes, the alignment has to be changed.
When the size of the image is 40 x 50 then the size of a line in bytes is 120, which is divisible by 4.
But if the size of the image is 30 x 40, the the size of a line in bytes is 90, which is not divisible by 4.