LWJGL OpenGL won't draw 2D texture - java

I'm trying to create some code for loading and drawing 2D textures in LWJGL. Here is my code for drawing:
glfwShowWindow(window);
GL.createCapabilities();
loadTextures();
glClearColor(1f, 1f, 1f, 1f);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//draw
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glTranslatef(100, 100, 0);
glBindTexture(GL_TEXTURE_2D, testTexture);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(TEXTURE_WIDTH, 0);
glTexCoord2f(1, 1);
glVertex2f(TEXTURE_WIDTH, TEXTURE_HEIGHT);
glTexCoord2f(0, 1);
glVertex2f(0, TEXTURE_HEIGHT);
}
glEnd();
glPopMatrix();
//end draw
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
glfwTerminate();
glfwSetErrorCallback(null).free();
And this is my texture loading code:
try
{
BufferedImage image = ImageIO.read(file);
/*
if (image.getType() != BufferedImage.TYPE_INT_ARGB)
{
throw new TextureException("Invalid image!");
}
*/
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer byteBuffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4);
for (int x = 0; x < image.getWidth(); x++)
{
for (int y = 0; y < image.getHeight(); y++)
{
int pixel = pixels[y * image.getWidth() + x];
byteBuffer.put((byte)((pixel >> 16) & 0xFF));
byteBuffer.put((byte)((pixel >> 8) & 0xFF));
byteBuffer.put((byte)(pixel & 0xFF));
byteBuffer.put((byte)((pixel >> 24) & 0xFF));
}
}
byteBuffer.flip();
int textureID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, byteBuffer);
return textureID;
}
catch (Exception e)
{
e.printStackTrace();
throw new TextureException("Failed to load image!");
}
However, when I run this code all I get is a white screen. I checked the value of testTexture and it was set to 1, so I assume that's the texture's ID which makes me believe that worked, but I think there's something going wrong when drawing.

Two-dimensional texturing has to be enabled by glEnable and can be disabled by glDisable:
glEnable(GL_TEXTURE_2D);
If texturing is enables then the texture wich is currently bound is applied, when the geometry is drawn by the glBegin/glEnd sequences.
If you want to draw the geometry in window (pixel) coordinates, then you've to set an orthographic projection with. The orthographic projection can be set by glOrtho.
If you dont set the orthographic projection, the vertex coordinates would have to be in normalized device space in range [-1.0, 1.0].
In the following windowWidth an windowHeight is assumed to be the width and height of the window:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, windowWidth, windowHeight, 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// [...]
}

Related

Skybox does not show textures

My skybox is displayed, but does not display the textures that I load from the image. Instead, it shows the black color.
I am using a render with MultisampledFbo support.
My texture loading code looks like this:
private int loadSkyboxTextures(){
int texID = glGenTextures();
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
for(int i = 0; i < TEXTURE_FILES.length; i++){
InputStream file = getClass().getResourceAsStream(TEXTURE_FILES[i]);
byte[] pixelData = new byte[0];
try {
pixelData = new byte[file.available()];
file.read(pixelData);
} catch (IOException e) {
e.printStackTrace();
}
ByteBuffer byteBuffer = ByteBuffer.wrap(pixelData);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, 512, 512, 0,
GL_RGB, GL_UNSIGNED_BYTE, byteBuffer);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return texID;
}
Cube Render Code:
private void drawSkybox(){
glEnable(GL_TEXTURE_CUBE_MAP);
glDepthMask(false);
glGenBuffers(vbo);
glBindBuffer (GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, POINTS, GL_STATIC_DRAW);
glGenVertexArrays(vao);
glBindVertexArray(vao[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * Float.BYTES, NULL);
glEnableVertexAttribArray(0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, texId);
glDrawArrays(GL_TRIANGLES, 0, 36);
glDisableVertexAttribArray(0);
glBindVertexArray(0);
glDepthMask(true);
glBindBuffer (GL_ARRAY_BUFFER,0);
glDisable(GL_TEXTURE_CUBE_MAP);
}
The cube rendering call in the main render function:
glMatrixMode(GL_PROJECTION);
glOrtho(-max, max, -1, 1, 10, -10);
glRotated(cameraX, 1f, 0f, 0);
glRotated(cameraY, 0f, 1f, 0);
glGetFloatv(GL_PROJECTION_MATRIX, pm);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawSkybox();
glLoadIdentity();
...
//render other objects
Legacy OpenGL's texturing has to be enabled. To perform cube-mapped texturing, GL_TEXTURE_CUBE_MAP has to be enabled (see glEnable):
glEnable(GL_TEXTURE_CUBE_MAP);
Note, for cube map textures, the texture coordinates are 3-dimensional and treated as a vector form the center of the cube map.

Drawing to Textures does not work LWJGL

I'm trying to draw to a 2d texture and to draw that texture in a 3D scene.
Code for Initializing the framebuffer objects and textures:
public static void initFBO()
{
renderEngine.framebuffers = new int[7];
renderEngine.monitorTextures = new int[7];
for(int i = 0;i < 7;i++)
{
renderEngine.framebuffers[i] = glGenFramebuffers();
renderEngine.monitorTextures[i] = glGenTextures();
glBindFramebuffer(GL_FRAMEBUFFER, renderEngine.framebuffers[i]);
glBindTexture(GL_TEXTURE_2D, renderEngine.monitorTextures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, (ByteBuffer)null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderEngine.monitorTextures[i], 0);
}
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
System.err.println("Error while creating FBO");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
Code for rendering a quad to the framebuffer:
glUseProgram(0);
for(int i = 0;i < 6;i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffers[i]);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, 512, 512);
glClearColor(0f, 0f, 0f, 1f);
glClear(GL_COLOR_BUFFER_BIT);
//glActiveTexture(GL_TEXTURE0);
//glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 512, 512, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glUseProgram(0);
glColor4f(1f, 0f, 0f, 1f);
glBegin(GL_QUADS);
glVertex2f(20, 20);
glVertex2f(420, 20);
glVertex2f(420, 420);
glVertex2f(20, 420);
glEnd();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glPopAttrib();
}
If i change the clear color, the texture gets that color when rendered in my 3D scene. But I'm unable to see the quad. Am i doing something the wrong way?
If found the solution. Cause I was using a 3D environement and had GL_CULL_FACE enabled and set to CCW (counterclockwise), the quad drawn clockwise was not shown.
I just disabled this before drawing to the framebuffer and reenabled it aftwerwards.
glDisable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);

LWJGL Texture not stretching to Quads

I have been trying for hours to get a Texture in LWJGL to stretch to a quad.
Here is the code I am using for the quad:
private static void renderLoad() {
glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
texture.bind();
glPushMatrix();{
glBegin(GL_QUADS);
{
glTexCoord2f(0, 1);
glVertex2f(0, 0); //Upper-left
glTexCoord2f(1, 1);
glVertex2f(Display.getWidth(), 0); //Upper-right
glTexCoord2f(1, 0);
glVertex2f(Display.getWidth(), Display.getHeight()); //Bottom-right
glTexCoord2f(0, 0);
glVertex2f(0, Display.getHeight()); //Bottom-left
}
glEnd();
}glPopMatrix();
}
This is what the display looks like when I run it:
http://gyazo.com/376ddb0979c55226d2f63c26215a1e12
I am trying to make the image expand to the size of the window. The Quad is at the size of the window, but the texture seems to not stretch.
Here is what it looks like if I do not use a texture and I simple make the quad a color:
http://gyazo.com/65f21fe3efa2d3948de69b55d5c85424
If it helps here is my main loop:
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, displaySizeX, displaySizeY);
glLoadIdentity();
glOrtho(0, displaySizeX, 0, displaySizeY, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
texture = loadLoadingImage();
//This is the main loop for the game.
while(!Display.isCloseRequested()){
delta = getDelta();
updateFPS();
if(Display.wasResized()){
displaySizeX = Display.getWidth();
displaySizeY = Display.getHeight();
glViewport(0, 0, displaySizeX, displaySizeY);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, displaySizeX, 0, displaySizeY, -1, 1);
}
render();
checkInput();
Display.update();
Display.sync(sync);
}
cleanUp();
return true;
How do I make the image stretch to the quad?
public void stretch() {
Color.white.bind();
texture.bind
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0,0);
GL11.glVertex2f(100,100);
GL11.glTexCoord2f(1,0);
GL11.glVertex2f(100+texture.getTextureWidth(),100);
GL11.glTexCoord2f(1,1);
GL11.glVertex2f(100+texture.getTextureWidth(),100+character.getTextureHeight());
GL11.glTexCoord2f(0,1);
GL11.glVertex2f(100,100+texture.getTextureHeight());
GL11.glEnd(); // all the 0's were originally 100 but it was off centered
}
texture = TextureLoader.getTexture("PNG",ResourceLoader.getResourceAsStream("res/texture.png"));
Try using this. This is usually how I do this.
Perhaps something is modifying the texture matrix. You could try adding a
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
to see if that affects anything.

Opengl framebuffer rendering looks wierd

The Original Problem:
I'm making a 2d game in OpenGL that uses tiles to draw a map. At the moment, each tile is drawn individually on a quad. The code for the tile rendering is:
#Override
public void render() {
if (parentTileSet.getTexture() == null)
return;
float alpha = parentLayer.getOpacity();
if (alpha < 0)
alpha = 0;
glColor4f(1.0f, 1.0f, 1.0f, alpha); //Set alpha to parent layer's alpha
parentTileSet.getTexture().bind(); //Bind texture
float bx = parentTileSet.getTileWidth() / 2; //Half the width
float by = parentTileSet.getTileHeight() / 2; //Half the height
float x = getX(), y = getY();
float z = 0f;
glPushMatrix(); //Save the current view matrix
glTranslatef(x, y, 0f); //Translate to the tile's position
glRotatef(rotate, 0f, 0f, 1f); //Rotate the tile if it has a rotation
if ((flipType & 1) > 0) //Are we flipping horizontally?
glScalef(-1f, 1f, 1f);
if ((flipType & 2) > 0) //Are we flipping vertically?
glScalef(1f, -1f, 1f);
//Draw the tile
glBegin(GL_QUADS);
glTexCoord2f(tex_cords.bottom_left.x, tex_cords.bottom_left.y); //bottom left
glVertex3f(-bx, -by, z);
glTexCoord2f(tex_cords.bottom_right.x, tex_cords.bottom_right.y); //bottom right
glVertex3f(bx, -by, z);
glTexCoord2f(tex_cords.top_right.x, tex_cords.top_right.y); //top right
glVertex3f(bx, by, z);
glTexCoord2f(tex_cords.top_left.x, tex_cords.top_left.y); //top left
glVertex3f(-bx, by, z);
glEnd();
glPopMatrix(); //Reload the view matrix to original state
parentTileSet.getTexture().unbind(); //Unbind the texture
}
And the result looks like the following:
http://i.stack.imgur.com/maIXk.jpg
Which is good. However, the FPS could be better, and this especially becomes an issue when the maps become more detailed. (The FPS drops to about 20).
My Ideal Solution:
Since the tiles will never change position or animate, if I render all the tiles to a texture once, and just draw that texture, then performance will increase!
So, I made a framebuffer using the following class:
public class Framebuffer implements Drawable {
private int fID, tID;
protected int width, height;
public Framebuffer(int width, int height) {
this.width = width;
this.height = height;
}
public void generate() {
fID = glGenFramebuffers();
tID = glGenTextures();
glBindFramebuffer(GL_FRAMEBUFFER, fID);
glBindTexture(GL_TEXTURE_2D, tID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_INT, (ByteBuffer) null);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tID, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw new RuntimeException("Framebuffer configuration error.");
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
public void begin() {
glPushMatrix();
glPushAttrib(GL_VIEWPORT_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, fID);
glViewport(0, 0, width, height);
}
public void end() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glPopMatrix();
glPopAttrib();
}
#Override
public void render() {
float x = 0f;
float y = 0f;
float z = 0f;
float bx = (this.width)/2f;
float by = (this.height)/2f;
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, tID);
glBegin(GL_QUADS);
glTexCoord2f(0f, 0f); //bottom left
glVertex3f(x - bx, y - by, z);
glTexCoord2f(1f, 0f); //bottom right
glVertex3f(x + bx, y - by, z);
glTexCoord2f(1f, 1f); //top right
glVertex3f(x + bx, y + by, z);
glTexCoord2f(0f, 1f); //top left
glVertex3f(x - bx, y + by, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glPopMatrix();
}
And then use the following code to generate the framebuffer, and render the tiles to the texture:
System.out.println("Attempting to generate frame buffer..");
try {
Framebuffer frame = new Framebuffer(tiledData.getPixelWidth(), tiledData.getPixelHeight());
frame.generate();
frame.begin();
glScalef(0.5f, 0.5f, 1f); //The game is scaled up by 2, so I'm just unscalling here.
Iterator<Drawable> drawableIterator = getSortedDrawables();
while (drawableIterator.hasNext()) {
Drawable d = drawableIterator.next();
if (d instanceof TileObject) {
TileObject t = (TileObject)d;
if (t.isGroundLayer() && !t.isParallaxLayer() && !t.isAnimated()) {
t.render(); //This render method is the one from above
drawableIterator.remove();
}
}
}
frame.end();
System.out.println("Success!");
addDrawable(frame);
} catch (RuntimeException e) {
System.out.println("Framebuffers are not supported!");
}
However, the output is this:
http://puu.sh/8Eemy.jpg
Which is not what I expected to happen. I tried scaling it, moving it, and all sorts of things but I can never get it exactly right.
My Question
What am I doing wrong? Is there another way to go about this? Am I missing something?
UPDATE
Thanks to the comments, I've got it to render correctly!
I changed the framebuffer class to be the following:
private int fID, tID;
protected int width, height;
public Framebuffer(int width, int height) {
this.width = width;
this.height = height;
}
public void generate() {
fID = glGenFramebuffers();
tID = glGenTextures();
glBindFramebuffer(GL_FRAMEBUFFER, fID);
glBindTexture(GL_TEXTURE_2D, tID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_INT, (ByteBuffer) null);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tID, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw new RuntimeException("Framebuffer configuration error.");
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
public void begin() {
glBindFramebuffer(GL_FRAMEBUFFER, fID);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, 0, height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
public void end() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
#Override
public void render() {
float x = this.width / 2f;
float y = this.height / 2f;
float z = 0f;
float bx = (this.width)/2f;
float by = (this.height)/2f;
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, tID);
glBegin(GL_QUADS);
glTexCoord2f(0f, 0f); //bottom left
glVertex3f(x - bx, y - by, z);
glTexCoord2f(1f, 0f); //bottom right
glVertex3f(x + bx, y - by, z);
glTexCoord2f(1f, 1f); //top right
glVertex3f(x + bx, y + by, z);
glTexCoord2f(0f, 1f); //top left
glVertex3f(x - bx, y + by, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glPopMatrix();
}
The points of interest here is the begin() and end() method, where I setup a new projection matrix and save the old one, then restore it in the end() method.

Java LWJGL Slick TTF blur

I'm having a bit of trouble rendering textures and true type fonts at the same time.
The following screenshots portray my problem:
This shows the font rendering perfectly. This was before I was using textures.
http://i.imgur.com/sUnoz.png
This shows the font after changing to textures. It goes all blurry.
http://i.imgur.com/gyhrZ.png
I'm not sure how to fix this. I've tried enabling and disabling various things, but I can't figure it out.
Here's my code:
GL initialation:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 0);
glEnable(GL_TEXTURE_2D);
Sprite Rendering:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, this.textureID);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(this.width, 0);
glTexCoord2f(1, 1);
glVertex2f(this.width, this.height);
glTexCoord2f(0, 1);
glVertex2f(0, this.height);
}
glEnd();
glPopMatrix();
Texture Loader:
public static int loadTexture(BufferedImage image) {
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0,
image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth()
* image.getHeight() * BYTES_PER_PIXEL); // 4 for RGBA, 3 for RGB
for (int y = 0; y < image.getHeight(); y++) {
for (int x = 0; x < image.getWidth(); x++) {
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component.
// Only for RGBA
}
}
buffer.flip(); // FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); // Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); // Bind texture ID
// Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
// Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(),
image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Return the texture ID so we can bind it later again
return textureID;
}
I'm willing to give any more information if necessary.
Any help appreciated, thanks in advance.
I know this question was asked 6 months ago at the time of this answer, but I just want other people to know in case they run into the same problem.
I had the same problem when I was experimenting with rendering images, too, and the fix for me was to unbind the texture after I finish rendering.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, this.textureID);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(this.width, 0);
glTexCoord2f(1, 1);
glVertex2f(this.width, this.height);
glTexCoord2f(0, 1);
glVertex2f(0, this.height);
}
glEnd();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);

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