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szalejot

OpenGL no texture problem

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Hi, I'm new to OpenGL.
I want to have textures, but I think I'm doing something wrong.

My initiation

public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
gl.glEnable(GL.GL_CULL_FACE);
gl.setSwapInterval(1);
drawable.addKeyListener(this);
drawable.addKeyListener(thread);

gl.glEnable(GL.GL_NORMALIZE);
gl.glEnable(GL.GL_COLOR_MATERIAL);

loadTextures();
}




Loading texture:

private void loadTextures(){
try{
InputStream stream = getClass().getResourceAsStream("bricks.png");
TextureData data = TextureIO.newTextureData(stream, false, "png");
wallTexture = TextureIO.newTexture(data);
}
catch (IOException ex){
ex.printStackTrace();
System.exit(1);
}
}




and drawing the wall (code for one, others almost the same)

private void addWalls(GL gl, float x, float z, int dir){
gl.glPushMatrix();
gl.glBegin(GL.GL_QUADS);
wallTexture.enable();
wallTexture.bind();
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
gl.glTexCoord2f(0, 0);
gl.glVertex3f(x, 0.0f, z+1);
gl.glTexCoord2f(1, 0);
gl.glVertex3f(x, 1.0f, z+1);
gl.glTexCoord2f(1, 1);
gl.glVertex3f(x, 1.0f, z);
gl.glTexCoord2f(0, 1);
gl.glVertex3f(x, 0.0f, z);
(...)//other walls
wallTexture.disable();
gl.glEnd();
gl.glPopMatrix();
}




wallTexture is opengl.util.texture.Texture
When I run it walls aren't textured, they are just white.
What I am doing wrong?

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You can't call bind texture between glBegin() and glEnd() pairs. Try moving the

wallTexture.enable();
wallTexture.bind();



To before the glBegin();

I haven't read through the rest of your code, but that looks to be the most obvious mistake to me at the moment.

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Thanks, that fixes this problem :-)

I have another problem. I want to texture the wall (I have bricks texture). Wall is one quad and I want to "have" this texture few times. I tried with TexCoord greater than 1, but it only multiplies boundary pixels, not whole texture.
It have to be easy way to achieve that, but I don't know how ask uncle google properly.

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You should be able to use texcoords greater than one and have the texture repeat.

you need to use glTexParameteri to set the GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T to GL_REPEAT. However GL_REPEAT should be the default value for these, so I'm not sure why your texture would be clamping the edge if you haven't changed it.

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