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  Mapping several Textures on the same surface  (Read 794 times)
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Offline elect

Jr. Member
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Posts: 58



« on: 2012-02-09 09:54:16 »

Hi,

I am rendering a cylinder and mapping two different textures to the top and to the bottom face.

Both the textures are loaded in the following way:

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check3dFloorFile = new File(check3dFloorPath);
       
        try {
            check3dFloorTexture = TextureIO.newTexture(check3dFloorFile, true);
        } catch (IOException | GLException ex) {
            Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
        }
       
        check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
                                                    GL2.GL_LINEAR_MIPMAP_LINEAR);
        check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
               
        check3dFloorBackFile = new File(check3dFloorBackPath);
       
        try {
            check3dFloorBackTexture = TextureIO.newTexture(check3dFloorBackFile, true);
        } catch (IOException | GLException ex) {
            Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
        }
       
        check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
                                                    GL2.GL_LINEAR_MIPMAP_LINEAR);
        check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);



The problem arises when I try to render to a texture (a blank one, that has nothing to do with this first two ones):

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gl.glGenTextures(1, textureID, 0);
        gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
       
        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
       
        // null means reserve texture memory, but texels are undefined
       gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
                                                    0, GL2.GL_RGB, GL2.GL_FLOAT, null);
       
        gl.glGenFramebuffers(1, frameBufferID, 0);
        gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
       
        //Attach 2D texture to this FBO
       gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
                                        GL2.GL_TEXTURE_2D, textureID[0], 0);
       
        // depth buffer
       //int[] depthRenderBufferID = new int[1];
       gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
        gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
        gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT,
                                                floorWidth, floorHeight);
        gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
                                            GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
       
        if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
            System.out.println("[Viewer] GL_FRAMEBUFFER_COMPLETE!!");
        else
            System.out.println("..cazzo ^^");


As soon as this code is executed, the texture mapped on the top of the cylinder disappears and all the top turns to black..

Why?

Ps: my task is to map this third rendered texture on the top of the cylinder, over the already existing one..
Offline gouessej

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« Reply #1 on: 2012-02-09 18:27:52 »

Why not simply using multitexturing?

You should rather post your questions on the official JogAmp forum too if you want more replies and I cannot come here by using a machine with a restricted web access, you see what I mean  Wink

Julien Gouesse
Offline theagentd

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Posts: 1392
Medals: 88



« Reply #2 on: 2012-02-10 04:50:59 »

Just use multi-texturing. IMO it's easier to do it in a shader than by messing around with texture parameters.

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Games published by our own members! Go get 'em!
Offline elect

Jr. Member
**

Posts: 58



« Reply #3 on: 2012-02-10 05:15:34 »

Just use multi-texturing. IMO it's easier to do it in a shader than by messing around with texture parameters.

I guess shader means OpenGL 3 or above... Im using 2.0
Offline kappa
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« Reply #4 on: 2012-02-10 05:17:08 »

Just use multi-texturing. IMO it's easier to do it in a shader than by messing around with texture parameters.

I guess shader means OpenGL 3 or above... Im using 2.0
You can use shaders in OpenGL 2.0 too.
Offline elect

Jr. Member
**

Posts: 58



« Reply #5 on: 2012-02-10 05:23:25 »

Just use multi-texturing. IMO it's easier to do it in a shader than by messing around with texture parameters.

I guess shader means OpenGL 3 or above... Im using 2.0
You can use shaders in OpenGL 2.0 too.

Do you have a link to any good guide/howto/tutorial?
Offline theagentd

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Posts: 1392
Medals: 88



« Reply #6 on: 2012-02-10 06:16:27 »

Shaders were promoted to core in OpenGL 2.0... >_>

There is no god.
Offline elect

Jr. Member
**

Posts: 58



« Reply #7 on: 2012-02-10 08:14:14 »

Shaders were promoted to core in OpenGL 2.0... >_>

Hey comon, im a nub Cheesy

Otherwise I would not be here asking for your help  Wink
Offline theagentd

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Posts: 1392
Medals: 88



« Reply #8 on: 2012-02-10 09:47:12 »

Shaders were promoted to core in OpenGL 2.0... >_>

Hey comon, im a nub Cheesy

Otherwise I would not be here asking for your help  Wink
Well, sorry...  Wink

OpenGL 2 = DirectX 9 hardware (2002)
OpenGL 3 = DirectX 10 hardware (2007)
OpenGL 4 = DirectX 11 hardware (2009)

On top of this we have extensions, so some cards may for example not support OpenGL 2 fully but still support shaders, and some OGL 2 cards may support Frame Buffer Objects even though it was only promoted to core in OGL 3.

There is no god.
Offline elect

Jr. Member
**

Posts: 58



« Reply #9 on: 2012-02-17 09:25:20 »

Just use multi-texturing. IMO it's easier to do it in a shader than by messing around with texture parameters.

I guess shader means OpenGL 3 or above... Im using 2.0
You can use shaders in OpenGL 2.0 too.

Btw, it is possible to do it without shaders?
Games published by our own members! Go get 'em!
Offline theagentd

JGO Wizard
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Posts: 1392
Medals: 88



« Reply #10 on: 2012-02-17 15:15:39 »

Yes, but it's messy as hell. You'll have to Google it, since I took a look at it once, threw up and went over to using shaders.

There is no god.
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