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  Binding different textures using Slick Util  (Read 1661 times)
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Offline ShadowProtocol

Senior Newbie





« Posted 2010-11-30 19:10:48 »

Hi everyone, I have made insane progress in a week and I am learning Texture Filtering at the moment.
I set myself up in Tutorial 6 to use Slick_Util as opposed to the old DevIL to load textures, and it worked great. I was originally going to come here asking about how to set a texture filter for a loaded texture, but I took the time to look up the Slick Util docs and found the Texture Loader class which stated the parameters the function call takes, and came up with this:

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textures[0] = TextureLoader.getTexture("PNG", new FileInputStream("src/Textures/Crate.png"), FILTER_NONE);
textures[1] = TextureLoader.getTexture("PNG", new FileInputStream("src/Textures/Crate.png"), FILTER_LINEAR);
textures[2] = TextureLoader.getTexture("PNG", new FileInputStream("src/Textures/Crate.png"), FILTER_MIPMAP);


Awesome! But now I have another question, I am supposed to be cycling between different the different textures using keyboard input, but the syntax for texture binding in Slick Util is very different from what it is without the library:

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GL11.glBindTexture(GL11.GL_TEXTURE_2D, textures[currentFilter]); // Select A Texture Based On filter


Whereas Slick Util is just myTexture.bind(). What do I do?
Offline ShadowProtocol

Senior Newbie





« Reply #1 - Posted 2010-11-30 19:11:17 »

Wow someone punch me in the face.

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textures[currentFilter].bind();
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