Reputation: 1090
I have got a display list. (Yes, i get the fact that they are depricated already. I have reasons for using them.)
How can I display textures on the display list?
While I would prefer to have different textures at different locations, actually HAVING A TEXTURE on the display list would be a great start and for a game in closed alpha testing might actually be good enough until a better solution was found.
try {
// Load the heightmap-image from its resource file
System.out.println("Path: " + new File(System.getProperty("user.dir") + "/res/heightmap.bmp").getAbsolutePath());
BufferedImage heightmapImage = ImageIO.read(new File(
System.getProperty("user.dir") + "/res/heightmap.bmp"));
width = heightmapImage.getWidth();
height = heightmapImage.getHeight();
BufferedImage heightmapColour = ImageIO.read(new File(System.getProperty("user.dir") +
"/res/colours.bmp"));
data = new float[heightmapImage.getWidth()][heightmapImage
.getHeight()];
red = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
blue = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
green = new float[heightmapColour.getWidth()][heightmapColour
.getHeight()];
Color colour;
Color colours;
PNGDecoder decoder = new PNGDecoder(heightmapLookupInputStream);
ByteBuffer buffer = BufferUtils.createByteBuffer(4
* decoder.getWidth() * decoder.getHeight());
decoder.decode(buffer, decoder.getWidth() * 4,
PNGDecoder.Format.RGBA);
buffer.flip();
heightmapLookupInputStream.close();
lookupTexture = glGenTextures();
glBindTexture(GL_TEXTURE_2D, lookupTexture);
// Hand the texture data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, decoder.getWidth(),
decoder.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
} catch (IOException e) {
e.printStackTrace();
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
heightmapDisplayList = glGenLists(1);
glNewList(heightmapDisplayList, GL_COMPILE);
for (int z = 0; z < data.length - 1; z++) {
// Render a triangle strip for each 'strip'.
glBegin(GL_TRIANGLE_STRIP);
for (int x = 0; x < data[z].length; x++) {
// Take a vertex from the current strip
if (((blue[z][x] / 255) < 0.4))
glColor4f((red[z][x] / 255) / 2
+ (float) (Math.random() / 10), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 10),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 10), 1);
else {
glColor4f((red[z][x] / 255) / 2
+ (float) (Math.random() / 10), (green[z][x] / 255)
/ 2 + (float) (Math.random() / 10),
(blue[z][x] / 255) / 2
+ (float) (Math.random() / 10), 1);
}
if (data[z][x] >= WATER_LEVEL -10){
glVertex3f(x, data[z][x], z);
glVertex3f(x, data[z + 1][x], z + 1);
}
}
glEnd();
}
glEndList();
If you can't read my poorly formatted code, then I am using a GL_TRIANGLE_STRIP to render stuff from a .bmp file, if it makes any difference.
Upvotes: 0
Views: 257
Reputation: 52157
GL_NEAREST
/GL_LINEAR
for GL_TEXTURE_MIN_FILTER
. Or provide some mipmaps. Failure to do one of those two will result in an incomplete texture.glEnable(GL_TEXTURE_2D)
. Without that OpenGL will continue to ignore any bound textures.glVertex()
call, perhaps via glTexCoord()
.Upvotes: 1