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  Texture colors 'bleeding' to other vertices  (Read 681 times)
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Offline Hydra

Junior Newbie

« Posted 2008-03-04 10:10:51 »

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:
public void draw(GL gl)
        int i;
        if(texture != null)
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());       
            case TYPE_QUAD :
            case TYPE_TRIANGLE_FAN :
                throw new RuntimeException("Unknown face type for mesh " +;
        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);

What am I missing? Thanks!
Offline Hydra

Junior Newbie

« Reply #1 - Posted 2008-03-04 10:25:01 »

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

if(texture != null)
            gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());       
            gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
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