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  Normal texture drawn aufully - SLICK_UTIL + LWJGL  (Read 942 times)
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Offline Zarkopafilis

Senior Newbie





« Posted 2014-04-05 18:26:31 »

I just loaded a texture binded it and then drawn a cube with the texture. Here is the code:
t = texture
x,y = coordinates
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   t.bind();
      glBegin(GL_QUADS);
         glTexCoord2f(0,0);
         glVertex2f(x,y);
         glTexCoord2f(1,0);
         glVertex2f(x + t.getImageWidth() ,y);
         glTexCoord2f(1,1);
         glVertex2f(x + t.getImageWidth() ,y + t.getImageHeight());
         glTexCoord2f(0,1);
         glVertex2f(x,y + t.getImageHeight());
      glEnd();

SO , take a look at the normal image:

And when drawing the image (modelview matrix )
there are some weird lines and resizing

Ideas?
Offline kappa
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« Reply #1 - Posted 2014-04-05 18:42:10 »

I am guessing your texture size is not a power of two.
Offline matheus23

JGO Kernel


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« Reply #2 - Posted 2014-04-05 20:08:57 »

Slick util automatically converts non-power-of-two images into power-of-two images, filling the rest of the image black (at least it's supposed to, but doesn't do that apparently Wink ). Therefore you would draw too much if you'd use the texture coords
(0, 0)
and
(1, 1)
.

The texture coords you actually need are
(0, 0)
and
(t.getWidth(), t.getHeight())
. Your code should therefore look like this:
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   t.bind();
   glBegin(GL_QUADS);
      glTexCoord2f(0,0);
      glVertex2f(x,y);
      glTexCoord2f(t.getWidth(),0);
      glVertex2f(x + t.getImageWidth() ,y);
      glTexCoord2f(t.getWidth(),t.getHeight());
      glVertex2f(x + t.getImageWidth() ,y + t.getImageHeight());
      glTexCoord2f(0,t.getHeight());
      glVertex2f(x,y + t.getImageHeight());
   glEnd();

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Offline Zarkopafilis

Senior Newbie





« Reply #3 - Posted 2014-04-06 12:20:42 »

I am guessing your texture size is not a power of two.
Yeap , solved it! Thanks!!!!!!
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