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      Good evening everyone!

      I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
      Basically I'm trying to find more compatible version of it.

      Thank you!
    • By Jens Eckervogt
      Hello guys, 
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
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      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
    • By codelyoko373
      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
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    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
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OpenGL Texture help in JOGL

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I am having problems with textures. Please tell me where I'm going wrong. Here is all the code I used.

I'm trying to add a texture to the square. This will eventually be part of an object making program.

package ObjectMaker;

import com.sun.opengl.util.Animator;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.IntBuffer;
import java.util.Random;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;

 * ObjectMaker.java <BR>
 * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
 * This version is equal to Brian Paul's version 1.2 1999/10/21
public class ObjectMaker implements GLEventListener {
    public static final Random rnd = new _Random( System.currentTimeMillis() );
    public static final ObjectMaker objectmaker = new ObjectMaker();

    private int[] textures, image;
    int width, height;
    private IntBuffer ib;
    private GLU glu;

    public ObjectMaker(){
        width = 32;
        height = 32;
        image = new int[ width * height ];
        for( int o = 0; o < image.length; o++ ){
            int x = o % width, y = o / width;
            image[ o ] = (int)Math.floor(
                    Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
        ib  = IntBuffer.wrap( image );
        glu = new GLU();

    public static void main(String[] args) {
        Frame frame = new Frame("Simple JOGL Application");
        GLCanvas canvas = new GLCanvas();

        canvas.addGLEventListener( objectmaker );
        frame.setSize(640, 480);
        final Animator animator = new Animator(canvas);
        frame.addWindowListener(new WindowAdapter() {

            public void windowClosing(WindowEvent e) {
                // Run this on another thread than the AWT event queue to
                // make sure the call to Animator.stop() completes before
                // exiting
                new Thread(new Runnable() {

                    public void run() {
        // Center frame

    public void init(GLAutoDrawable drawable) {
        // Use debug pipeline
        // drawable.setGL(new DebugGL(drawable.getGL()));

        GL gl = drawable.getGL();
        System.err.println("INIT GL IS: " + gl.getClass().getName());

        // Enable VSync

        // Setup the drawing area and shading mode
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.

        textures = new int[ ]{ 0 };

    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        GL gl = drawable.getGL();
        GLU glu = new GLU();

        if (height <= 0) { // avoid a divide by zero error!

            height = 1;
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        glu.gluPerspective(45.0f, h, 1.0, 20.0);

    public void display(GLAutoDrawable drawable) {
        GL gl = drawable.getGL();

        // Clear the drawing area
        // Reset the current matrix to the "identity"

        // Move the "drawing cursor" around
        gl.glTranslatef(-1.5f, 0.0f, -6.0f);

        // Drawing Using Triangles
            gl.glColor3f(1.0f, 0.0f, 0.0f);    // Set the current drawing color to red
            gl.glVertex3f(0.0f, 1.0f, 0.0f);   // Top
            gl.glColor3f(0.0f, 1.0f, 0.0f);    // Set the current drawing color to green
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
            gl.glColor3f(0.0f, 0.0f, 1.0f);    // Set the current drawing color to blue
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
        // Finished Drawing The Triangle

        // Move the "drawing cursor" to another position
        gl.glTranslatef(3.0f, 0.0f, 0.0f);
        gl.glColor3f( 1.0f, 1.0f, 1.0f);
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );
        // Draw A Quad
            gl.glTexCoord2i( 0, 0 );
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);  // Top Left
            gl.glTexCoord2i( 1, 0 );
            gl.glVertex3f(1.0f, 1.0f, 0.0f);   // Top Right
            gl.glTexCoord2i( 1, 1 );
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
            gl.glTexCoord2i( 0, 1 );
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
        // Done Drawing The Quad

        // Flush all drawing operations to the graphics card

    public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {

    private void buildTestTexture( GL gl ){
        gl.glGenTextures( textures.length, textures, 0 );
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );

        //gl.glPixelStorei( GL.GL_UNPACK_ALIGNMENT, textures.length );
        /*glu.gluBuild2DMipmaps( GL.GL_TEXTURE_2D,
                               ib );*/
                ( GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0,
                  GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ib );
        gl.glEnable( GL.GL_TEXTURE_2D );

package ObjectMaker;

import java.util.Random;

 * @author rda060606
public class _Random extends Random {
    private static final int MAXCOUNTB4RESEEDING = 1000;
    private int count;

    public _Random(long seed) {
        super( seed );
        count = 0;

    protected int next(int i) {
        count %= MAXCOUNTB4RESEEDING;
        if( count == 0 ) setSeed( System.currentTimeMillis() );
        return super.next(i);

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Some extra information about what isn't working, or a stack trace, or picture, or something like that will be good for future readers...


Without spending too much time on this, my first guess would be that the random values you're generating in the texture array aren't mapping to colors you'll see.  Try hard coding to white 0xFFFFFFFF first to see if that's working.

Edited by Glass_Knife

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Now I don't use Java so I don't really know how OpenGL works on it, but I will give my best shot. Also I have no clue what your program does when you try to run it(crash/odd color behavior) so bare with me.



This code here

  • width = 32;
  • height = 32;
  • image = new int[ width * height ];
  • for( int o = 0; o < image.length; o++ ){
  • int x = o % width, y = o / width;

Right here actually


  • image[ o ] = (int)Math.floor(
  • Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
  • }


  • ib = IntBuffer.wrap( image );
  • glu = new GLU();

It seems to only write one int per pixel in a 32*32 grid



Then down here



  • private void buildTestTexture( GL gl ){
  • gl.glGenTextures( textures.length, textures, 0 );
  • gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );


Your trying to load a 32*32 pixel texture into it but there are problems.

1. The code above only wrote one color per pixel (32*32=1024 ints) so the texture loader (I am only guessing) is that it tries to load a 32*32 3 channel texture (32*32*3=3072ints) so it will read 1024 of your data and the rest of the 2048 ints of whatever is stored in your system memory.

2.Even if OpenGl knew it had to convert 32*32 ints into 3 channels it can't because you need at 33*33 ints to make a 11*11 color pixel texture or 30*30 ints to make a 10*10 texture.


Hope this helps you!

Edited by Thorim

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@Thorim a 32~*32 colours is 1024 int and 4096 bytes using arga. So I don't know what you are thinling but thanks for trying.

@Glass_Knife thank you for pointing out my stupidity. I'm such a fool!

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