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 Normal texture drawn aufully - SLICK_UTIL + LWJGL  (Read 1428 times) 0 Members and 1 Guest are viewing this topic.
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
 1  2  3  4  5  6  7  8  9  10  11 `   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?
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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.
matheus23

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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 ). 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:
 1  2  3  4  5  6  7  8  9  10  11 `   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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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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