Java-Gaming.org Java4K winners: [ by our judges | by the community ]         
Featured games (67)
games approved by the League of Dukes
Games in Showcase (∞)
games submitted by our members



News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  Print  
  Holes in Textures  (Read 519 times)
0 Members and 1 Guest are viewing this topic.
Offline dr-snipe

JGO n00b
*

Posts: 17



« on: 2011-11-07 10:22:21 »

Alright, so in my engine there is a texture 512x512 that is being used on a map of points 512x512. The problem lies when the heights of the points are changed, the texture seems to not stetch to fit the change in height. The texture then appears see through and you can see the rest of the map. Is there a specific property I need to set for the texture?

The rendering code:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
gl.glNewList(listNumber, GL.GL_COMPILE);

   texture.enable();
   texture.bind();
   
   gl.glBegin(GL.GL_TRIANGLES);
   for(int z = 0; z < 512; z++)
   {
      for(int x = 0; x < 512; x++)
      {
         gl.glTexCoord2f((float)x/texture.getWidth(), (float)z/texture.getHeight());
         gl.glVertex3f(x, (int)points[x][z], z);
         
         gl.glTexCoord2f((float)(x+1)/texture.getWidth(), (float)z/texture.getHeight());
         gl.glVertex3f(x+1, (int)points[x+1][z], z);
         
         gl.glTexCoord2f((float)x/texture.getWidth(), (float)(z+1)/texture.getHeight());
         gl.glVertex3f(x, (int)points[x][z+1], z+1);
         
         // ---------------------------------
       
         gl.glTexCoord2f((float)x/texture.getWidth(), (float)(z+1)/texture.getHeight());
         gl.glVertex3f(x, (int)points[x][z+1], z+1);
         
         gl.glTexCoord2f((float)(x+1)/texture.getWidth(), (float)z/texture.getHeight());
         gl.glVertex3f(x+1, (int)points[x+1][z], z);
         
         gl.glTexCoord2f((float)(x+1)/texture.getWidth(), (float)(z+1)/texture.getHeight());
         gl.glVertex3f(x+1, (int)points[x+1][z+1], z+1);
         
      }
   }
   
   gl.glEnd();
   
   texture.disable();
gl.glEndList();


Previews of the problem:

You can see what it should look like in the wireframe:


And what it looks like with the texture. You can see the rest of the map because the texture is not stretching (or whatever the problem is)


Thanks in advance

Offline theagentd

JGO Wizard
****

Posts: 1392
Medals: 88



« Reply #1 on: 2011-11-07 21:05:30 »

Did you forget depth testing...? And disable blending, e.t.c. =S Cull face winding?

Also I don't think you can have texture binds in your display list. Try to move the texture.bind() at least to before you call glCallList() in your game loop.

There is no god.
Offline gouessej

JGO Kernel
*****

Posts: 3560
Medals: 30


TUER


« Reply #2 on: 2011-11-13 05:45:01 »

Hi

Actually, you should not use display lists because their implementation is not consistent on some recent hardware, it is a waste of time. Rather use static VBOs even though they can be a bit slower with very small datasets.

Julien Gouesse
Games published by our own members! Go get 'em!
Offline avm1979

Full Member
**

Posts: 157
Medals: 10



« Reply #3 on: 2011-11-13 13:18:31 »

Did you forget depth testing...? And disable blending, e.t.c. =S Cull face winding?

Yeah, that's what that looks like.

Also I don't think you can have texture binds in your display list. Try to move the texture.bind() at least to before you call glCallList() in your game loop.

You definitely can use texture binds inside a display list.

Hi

Actually, you should not use display lists because their implementation is not consistent on some recent hardware, it is a waste of time. Rather use static VBOs even though they can be a bit slower with very small datasets.

Do you have any specifics? What hardware, any particular uses that trigger it, etc? I'd really appreciate any info you might share. I'm using display lists them and haven't had any problems (or had any problems reported).

Pages: [1]
  Print  
 
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.116 seconds with 21 queries.