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  Textures  (Read 1451 times)
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Offline JustinC

Senior Newbie





« Posted 2012-04-04 02:44:52 »

Alright so i need help applying my texture to my terrain.

I finally got it to load correctly and its drawing my texture to each of the Quads. The whole image is on one quad, im sure this is simple but heres a pic.

Offline jammas615

Junior Member


Projects: 1



« Reply #1 - Posted 2012-04-04 03:01:52 »

The LWJGL Wiki is not a bad place to start.
http://lwjgl.org/wiki/index.php?title=Main_Page

You will probably want to look at the "Helper Libraries" tutorials and then look into Slick-Util.

Also check out the "Links and Resources" at the bottom of the LWJGL Wiki main page.

EDIT:
I see you were given a link to here:
http://www.glprogramming.com/red/
yesterday.

Chapter 9 there is on texture mapping...

Offline JustinC

Senior Newbie





« Reply #2 - Posted 2012-04-04 03:09:28 »

Yea that was on C++ not sure if the same methods apply. Thanks for the help though.
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Offline jammas615

Junior Member


Projects: 1



« Reply #3 - Posted 2012-04-04 03:17:45 »

I'm not sure you really understand what LWJGL is and how it works.
It's a binding of OpenGL to Java, meaning that it is intended to mirror (in a way) OpenGL as it is in C/C++. Unfortunately, many of the best resources you can find are for C/C++, this in turn requires you to do a little more of your own research (e.g asking on here/reading the LWJGL javadoc) to find out how the same methods are implemented in LWJGL.

Have you even read through any of that book you were linked to?
I suggest you begin looking through the wiki and javadoc for LWJGL:
http://www.lwjgl.org/javadoc/
and also:
http://www.arcsynthesis.org/gltut/
which is a widely recommended resource.

Offline davedes
« Reply #4 - Posted 2012-04-04 03:25:08 »

OpenGL concepts aren't language-specific. You'll generally find most tutorials/articles in C++, but it's fairly easy to port the ideas to Java using LWJGL.

I'm not sure how you plan to turn what you've got into believable looking terrain. There are gaps between the quads that are pretty apparent. And texturing might look pretty weird. Instead, you should think about a different technique, e.g.
http://3dgep.com/?p=1116

Offline loom_weaver

JGO Coder


Medals: 17



« Reply #5 - Posted 2012-04-04 03:46:24 »

Using triangles instead of quads would at least close all the gaps.
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