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  LWJGL Bug Report...  (Read 2440 times)
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Offline Chman

Junior Member




Nothing more that... Java games are cool !


« Posted 2002-10-18 18:54:14 »

hi everybody...
i think i've found a bug... i wrote two java programs : one with lwjgl, and the other with gl4java (exactly the same program), but the output is different !
look at this piece of code :


gl.begin(GL.QUADS);
  gl.texCoord2f(0.0f, 0.0f); gl.vertex3f(-13.3f, -10.0f, 10.0f);
  gl.texCoord2f(1.0f, 0.0f); gl.vertex3f( 13.3f, -10.0f, 10.0f);
  gl.texCoord2f(1.0f, 1.0f); gl.vertex3f( 13.3f, 10.0f, 10.0f);
  gl.texCoord2f(0.0f, 1.0f); gl.vertex3f(-13.3f, 10.0f, 10.0f);
gl.end();



and look at the gl4java's one :


gl.glBegin(GL_QUADS);
  gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-13.3f, -10.0f, 10.0f);
  gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 13.3f, -10.0f, 10.0f);
  gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 13.3f, 10.0f, 10.0f);
  gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-13.3f, 10.0f, 10.0f);
gl.glEnd();



you see, it's the same things... but when i run the lwjgl program, the texture coordinates are inverted... i don't know if you understand me because i don't speak english very well (french......)...

please help... i can't find a solution...
++
Ch*man
Offline princec

JGO Kernel


Medals: 343
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #1 - Posted 2002-10-19 10:51:56 »

I can categorically state (famous last words!) that it's not LWJGL, and the problem lies somewhere in texture loading. I know it works properly - because all of my code uses it and it does what I expect it to - so something different is happening under GL4Java.

Cas Smiley

Offline cknoll

Junior Member




Flame On!


« Reply #2 - Posted 2002-10-22 14:27:07 »

You're gonna have to make a C++ program that uses the API exactly the same way to see what the 'tie-breaking' result is.

-Chris
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline princec

JGO Kernel


Medals: 343
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #3 - Posted 2002-10-22 20:58:30 »

Under LWJGL (and straight C), the quad drawn by that code should look "upsidedown" from the texture as loaded. If this ain't happening in GL4Java it's because GL4Java is inverting the texture for you. Which is a bit naughty as it shouldn't, you should either knowingly invert your textures, or like I do, swap the 1.0s and 0.0s texture T coordinates around.

Cas Smiley

Offline Chman

Junior Member




Nothing more that... Java games are cool !


« Reply #4 - Posted 2002-10-23 05:29:26 »

thx! now it works...

Ch*man
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