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  Texture problems  (Read 853 times)
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Offline weston

Junior Member





« Posted 2004-12-18 01:21:22 »

I've just started writing a 2D game, my first with lwjgl, and I noticed that the image I loaded was a bit skewed. The image was much wider and shorter than it should be. The image is a 24-bit png. The projection setup I'm using looks like this:

GLU.gluOrtho2D(0, Game.gameWidth, 0, Game.gameHeight);

I'm trying to map an image to a quad so that the corners of the image meet up with the corners of the quad, code looks like this:

GL11.glPushMatrix();
     GL11.glTranslatef(x, y, 0);
       GL11.glBegin(GL11.GL_QUADS);
         GL11.glTexCoord2f(1f, 0); GL11.glVertex2f(400, 0);
         GL11.glTexCoord2f(1f, 1f); GL11.glVertex2f(400, 400);
         GL11.glTexCoord2f(0, 1f); GL11.glVertex2f(0, 400);
         GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0);
       GL11.glEnd();
GL11.glPopMatrix();

I tried a different image that doesn't use transparency and it draws a black square the actual size of the image with the actual image occupying the lower-lefhand side of that square, heres a screen:



the current color is set to red, so I don't know why the square is black. Btw, I'm using KevGlass's TextureLoader class from space invaders 104. Any ideas?

for(int i = 1; i > 0; i++)
{
System.out.println(i+" cups of java downed");
}
Offline weston

Junior Member





« Reply #1 - Posted 2004-12-18 01:33:41 »

ah crud, figured it out... I forgot that I need to use power of two textures, the images were mishapen cause kev's texture  loader class uses the closes size that is a power of two if you give an image with illegal dimensions. I do have another texture problem though. I have two textures, one of them is 256x256 and the other is 512x128, I measured the time required to load the two textures and its about 1200 milliseconds, 1000 if I don't flip the images first. That seems way too long, is it?

for(int i = 1; i > 0; i++)
{
System.out.println(i+" cups of java downed");
}
Offline CaptainJester

JGO Knight


Medals: 12
Projects: 2
Exp: 14 years


Make it work; make it better.


« Reply #2 - Posted 2004-12-18 02:45:43 »

If you start or are using v0.94 of LWJGL, it now includes basic DevIL support.  You can check out NeHe Lesson 6 tutorial for how to use it.

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