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 glTexCoord for images with many tiles?  (Read 2460 times) 0 Members and 1 Guest are viewing this topic.
Glass

Senior Newbie

 « Posted 2012-03-26 17:45:37 »

Take a look at this image

http://i.imgur.com/9EdMG.png

It's a 78*24 image of the alphabet, with each letter in a 6*6, so 52 total squares.

Wouldn't using glTexCoord to get a single letter out of that image get kind of tedious?

GL11.glTexCoord2f(0,0);

GL11.glTexCoord2f(1/13,0);

GL11.glTexCoord2f(1/13,1/4);

GL11.glTexCoord2f(0,1/4);

Since 1/13 of 78 is 6 and 1/4 of 24 is 6, is this kind of what I'm looking to do, to single out a letter? I'm just making sure this is the way to go. Thanks

EDIT: The 1/13 and 1/4 would be decimals in the actual code so that it would actually work, this is just so that it'll read easier(just like the glVertex3f isn't there)
sproingie

JGO Kernel

Medals: 202

 « Reply #1 - Posted 2012-03-26 18:26:42 »

That's how you do it all right, but you don't do it by hand.  You take advantage of the fact that the sub-images are all uniform size and write a class to do the calculations and generate the vertices for you.  There's many implementations of this class out there; take a look at just about any "tile map" implementation (I have one, but it's in Scala).

Glass

Senior Newbie

 « Reply #2 - Posted 2012-03-26 19:18:55 »

Thank you; looks like I'm on the right track then. Getting it to calculate all that automatically sounds like a good(and necessary) step from here, I'll try to work that out next.
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