Reputation: 3427
I'm trying to render a quad with a texture, but it's not working. Here is my code:
//Init Code
GL11.glViewport(0, 0, WIDTH, HEIGHT);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(45.0f, ((float) WIDTH / (float) HEIGHT), 0.1f, 100.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0f);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
//Render Code
BufferedImage textures = null;
try {
textures = ImageIO.read(BlockWorldComponent.class.getResource("/textures.png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
BufferedImage img = textures;
int w = img.getWidth();
int h = img.getHeight();
int imgInt[] = new int[w * h];
byte imgByte[] = new byte[w * h * 4];
img.getRGB(0, 0, w, h, imgInt, 0, w);
for (int i = 0; i < imgInt.length; i++) {
int a = imgInt[i] >> 24 & 0xFF;
int r = imgInt[i] >> 16 & 0xFF;
int g = imgInt[i] >> 8 & 0xFF;
int b = imgInt[i] & 0xFF;
imgByte[i * 4 + 0] = (byte) r;
imgByte[i * 4 + 1] = (byte) g;
imgByte[i * 4 + 2] = (byte) b;
imgByte[i * 4 + 3] = (byte) a;
}
ByteBuffer imageData = ByteBuffer.allocateDirect(imgByte.length);
imageData.order(ByteOrder.nativeOrder());
imageData.clear();
imageData.put(imgByte, 0, imgByte.length);
imageData.flip();
int[] tex = new int[1];
tex[0] = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex[0]);
System.out.println(tex[0]);
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);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, w, h, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, imageData);
GL11.glScalef(0.25f, 0.25f, 0.25f);
//GL11.glColor3f(0.0f,1.0f,0.0f);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, tex[0]);
GL11.glBegin(GL11.GL_QUADS);
//Top Left
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(1.0f, 1.0f, -1.0f);
//Top Right
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f);
//Bottom Left
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f);
//Bottom Right
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
Upvotes: 0
Views: 2819
Reputation: 2852
I see a couple problems here. First, you don't seem to have a texture bound when you call glTexImage2D
. You will need to call glBindTexture(GL_TEXTURE_2D, tex[0]);
prior to calling it in order for the texture to be properly set up by OpenGL. And, of course, you will need to have populated tex[0]
by means of a call to glGenTextures
prior to that.
Secondly, you cannot call glBindTexture
between calls to glBegin
and glEnd
. As a result, the first bind you call in your drawing section, GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
will take effect, but not the second, since the second one is after your call to glBegin
. As such, no texture will be used in rendering.
Upvotes: 2
Reputation: 684
Have you enabled texturing in your project?
glEnable(GL_TEXTURE_2D);
Or perhaps in your case:
GL11.glEnable(GL_11.GL_TEXTURE_2D);
Upvotes: 0