Reputation: 504
I get weird white borders on my 3D quads when they are a little ways away from the camera position and when they are close the borders disappear...
Upvotes: 0
Views: 254
Reputation: 320
Make sure that you are using power-of-two textures as non-power-of-two textures may cause problems with texturing.
Try replacing this fragment:
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_NEAREST);
with this:
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_LINEAR);
You can also try replacing this:
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
with this:
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
I think the problem may be in in texture coordinates - how do you initialize them and do you change them while program is running? Texture coordinates may have values only from 0 to 1 and in most cases these are not changing while program is running.
Upvotes: 1