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  Texture Image Mapping  (Read 404 times)
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Offline team22

Junior Newbie





« Posted 2012-12-21 09:45:00 »

Hey guys,

We had a question about texture mapping

we'd like to map an image on a basic Quads(made) cube in basis JOGL

but we don't no where to start, googled alot, but couldnt find (easy enough) information

Could somebody explain us how we can do this is JAVA OpenGL?

grtz

team22
Offline team22

Junior Newbie





« Reply #1 - Posted 2012-12-21 09:45:57 »

PS.: 3D JOGL Environment. Cheesy
Offline PeterNicholson

Senior Member


Medals: 3
Projects: 1



« Reply #2 - Posted 2012-12-21 09:55:48 »

Check out Slick2d and TextureLoader. After that, use:

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texture.bind();
     
glBegin(GL_QUADS);
   glTexCoord2f(0, 0);
   glVertex2f(0, 0);
   glTexCoord2f(0, texture.getHeight());
   glVertex2f(0, 50);
   glTexCoord2f(texture.getWidth(), texture.getHeight());
   glVertex2f(50, 50);
   glTexCoord2f(texture.getWidth(), 0);
   glVertex2f(50, 0);
glEnd();


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Offline davedes
« Reply #3 - Posted 2012-12-21 17:50:56 »

Slick's texture loader is pretty awful. Instead you should write your own in order to understand what's going on. Understanding textures properly should be one of the first things you learn when starting with OpenGL.

See here:
https://github.com/mattdesl/lwjgl-basics/wiki/Textures
https://github.com/mattdesl/lwjgl-basics/wiki/Java-NIO-Buffers

Once you've got a texture loader, you can implement texture atlases (AKA sprite sheets) with a TextureRegion class.

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