Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (416)
games submitted by our members
Games in WIP (306)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Texture colors 'bleeding' to other vertices  (Read 482 times)
0 Members and 1 Guest are viewing this topic.
Offline Hydra

Junior Newbie





« Posted 2008-03-04 11:10:51 »

Hey guys,

I'm having a problem with the color of the last drawn texel bleeding to untextured vertices. The following image shows what's happening:


I draw a face of the cube with the blue texture (last corner of the texture is brown), then I draw 4 white quads which turn brown for some reason. The last quad has a yellow texture. I then draw a piramid using 1 quad and 1 triangle fan. Although it should be white aswell, it also gets the color from the texture I last used.

This is the code that draws the face:
[code=Java]
public void draw(GL gl)
    {
        int i;
        if(texture != null)
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());       
        switch(type)
        {
            case TYPE_QUAD :
                gl.glBegin(GL.GL_QUADS);
                break;
            case TYPE_TRIANGLE_FAN :
                gl.glBegin(GL.GL_TRIANGLE_FAN);
                break;
            default:
                throw new RuntimeException("Unknown face type for mesh " + mesh.id);
        }
       
        for(i = 0;i < indices.length;i++)
        {
            if(texture != null)
                gl.glTexCoord2f(TEXTURE_COORD[i * 2], TEXTURE_COORD[i * 2 + 1]);
            gl.glColor3fv(mesh.colors, indices * 3);
            gl.glVertex3fv(mesh.vertices, indices * 3);
        }
        gl.glEnd();
    }
[/code]

What am I missing? Thanks!
Offline Hydra

Junior Newbie





« Reply #1 - Posted 2008-03-04 11:25:01 »

Right! Somebody on another forum helped me, I didn't know I had to unbind textures:

[code=Java]
if(texture != null)
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());       
        else
            gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
[/code]
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Browse for soundtracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
Jesse_Attard (10 views)
2013-06-18 22:03:02

HeroesGraveDev (55 views)
2013-06-15 23:35:23

Vermeer (55 views)
2013-06-14 20:08:06

davedes (54 views)
2013-06-14 16:03:55

alaslipknot (50 views)
2013-06-13 07:56:31

Roquen (67 views)
2013-06-12 04:12:32

alaslipknot (56 views)
2013-06-10 19:30:18

HeroesGraveDev (72 views)
2013-06-09 04:36:03

alaslipknot (60 views)
2013-06-09 03:40:19

CodeHead (60 views)
2013-06-09 02:55:41
Smoothing Algorithm Question
by UprightPath
2013-05-28 02:58:26

Smoothing Algorithm Question
by UprightPath
2013-05-28 02:57:33

Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!