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Scarrion_Storm

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  1. Ok so I found this... [url="http://www.java-gaming.org/index.php?topic=25000.0"]http://www.java-gami...p?topic=25000.0[/url] and am on tutorial 6 in eclipse. I've copied the image files themselves into every single folder in my eclipse workspace (I'm posting here in desperation after trying everything I can think of and beating my head against the wall for really a very long time). When I run my code it just instantly closes with the following error: Detected screen size 1920x1200 Exception in thread "Timer-0" java.lang.NullPointerException at learning.Tutorial_06.loadTexture(Tutorial_06.java:236) at learning.Tutorial_06.access$1(Tutorial_06.java:230) at learning.Tutorial_06$2.init(Tutorial_06.java:73) at jogamp.opengl.GLDrawableHelper.init(GLDrawableHelper.java:132) at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:170) at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:159) at com.jogamp.newt.opengl.GLWindow$DisplayAction.run(GLWindow.java:588) at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:343) at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:534) at com.jogamp.opengl.util.AWTAnimatorImpl.display(AWTAnimatorImpl.java:74) at com.jogamp.opengl.util.AnimatorBase.display(AnimatorBase.java:142) at com.jogamp.opengl.util.FPSAnimator$1.run(FPSAnimator.java:128) at java.util.TimerThread.mainLoop(Unknown Source) at java.util.TimerThread.run(Unknown Source) Code attached: [code] package learning; import com.jogamp.newt.event.KeyAdapter; import com.jogamp.newt.event.KeyEvent; import com.jogamp.newt.event.WindowAdapter; import com.jogamp.newt.event.WindowEvent; import com.jogamp.newt.opengl.GLWindow; import com.jogamp.opengl.util.FPSAnimator; import com.jogamp.opengl.util.texture.Texture; import com.jogamp.opengl.util.texture.TextureIO; import java.io.File; import java.io.IOException; import java.net.URL; import javax.media.opengl.GL2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.glu.GLU; /** * * @author Sebastiaan */ public class Tutorial_06 { private GLWindow window; private boolean fullscreen = false; private float xrot; // X Rotation ( NEW ) private float yrot; // Y Rotation ( NEW ) private float zrot; // Z Rotation ( NEW ) private Texture cubeTexture; // Stores our BMP as texture (NEW) public Tutorial_06() { // Choose the GL profile GLProfile glp = GLProfile.getMaxFixedFunc(); // Configure the GL capabilities GLCapabilities caps = new GLCapabilities(glp); // Create a new GL NEWT window with the GL capabilities window = GLWindow.create(caps); window.setSize(400, 300); window.setVisible(true); window.setTitle("Tutorial 6: Texture Mapping"); window.addWindowListener(new WindowAdapter() { @Override public void windowDestroyNotify(WindowEvent arg0) { closeTutorial(); }; }); // Add a GL eventlistener to the window window.addGLEventListener(new GLEventListener() { /** * This method is called when we first create our opengl window */ @Override public void init(GLAutoDrawable drawable) { final GL2 gl = drawable.getGL().getGL2(); gl.glClearDepth(1.0f); // Depth Buffer Setup gl.glEnable(GL2.GL_DEPTH_TEST); // Enables Depth Testing gl.glDepthFunc(GL2.GL_LEQUAL); // The Type Of Depth Testing To Do gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST); // Really Nice Perspective Calculations gl.glShadeModel(GL2.GL_SMOOTH); // load the texture for the cube (NEW) cubeTexture = loadTexture(); // Something went wrong loading texture, return to selecting menu (NEW) if(cubeTexture == null) closeTutorial(); // enable the texture we just loaded (NEW) cubeTexture.enable(gl); } /** * This method is called when we destroy our opengl window */ @Override public void dispose(GLAutoDrawable drawable) {} /** * Here happens the actual opengl drawing */ @Override public void display(GLAutoDrawable drawable) { // get the GL2 context on which we can draw final GL2 gl = drawable.getGL().getGL2(); // Clear The Screen And The Depth Buffer gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); // Sets the background color of our window to black (RGB alpha) gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // reset the scene to its origin point gl.glLoadIdentity(); // reset the scene to its origin point gl.glLoadIdentity(); // Move Left 1.5 Units And Into The Screen 6.0 gl.glTranslatef(0.0f,0.0f,-6.0f); // Rotate The Cube around X, Y and Z Axis (NEW) gl.glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis gl.glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis gl.glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis // draw the cube (NEW) drawTexturedCube(gl); // adjust the rotation angle (NEW) xrot+=0.3f; // X Axis Rotation yrot+=0.2f; // Y Axis Rotation zrot+=0.4f; // Z Axis Rotation gl.glFlush(); } /** * This method is called when our window his dimension is changed */ @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { final GL2 gl = drawable.getGL().getGL2(); final GLU glu = new GLU(); if (height <= 0) // avoid a divide by zero error! height = 1; gl.glViewport(0, 0, width, height); // change matrixmode to projection for perspective gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); final float h = (float)width / (float)height; glu.gluPerspective(45.0f, h, 1.0, 20.0); // restore the matrix mode to modelview gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); } }); // add a KeyListener so we can respond to user input window.addKeyListener(new KeyAdapter() { // We stop the tutorial if we press the escape key @Override public void keyPressed(KeyEvent ke){ if(ke.getKeyCode() == KeyEvent.VK_ESCAPE) closeTutorial(); if(ke.getKeyCode() == KeyEvent.VK_F1){ fullscreen = !fullscreen; window.setFullscreen(fullscreen); } } } ); // create a new FPS Animator FPSAnimator animator = new FPSAnimator(window, 60); animator.add(window); animator.start(); } /** * Closes the tutorial and retuns to the selection menu */ private void closeTutorial(){ if(window != null){ window.setVisible(false); window.destroy(); } } /** * This method draws a textured cube on the screen (NEW) * @param gl The gl context on which we draw */ private void drawTexturedCube(GL2 gl) { // Use the texture on our cube cubeTexture.bind(gl); gl.glBegin(GL2.GL_QUADS); // Front Face gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad // Back Face gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad // Top Face gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad // Bottom Face gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad // Right face gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad // Left Face gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad gl.glEnd(); } /** * Loads the texture for the cube (NEW) * @return The texture */ private Texture loadTexture() { Texture texture = null; File imgFile = null; try { URL url = this.getClass().getClassLoader().getResource("nehe.bmp"); imgFile = new File(url.getFile()); texture = TextureIO.newTexture(imgFile, true);// bool - mipmap. } catch (IOException e) { System.out.println("fail openning file... " + imgFile.getName()); System.out.println(e); } return texture; } public static void main(String argv[]){ Tutorial_06 tut = new Tutorial_06(); } } [/code] I think the problem is with this line: URL url = this.getClass().getClassLoader().getResource("nehe.bmp"); I've tried ("\nehe.bmp"), I've tried "C:\nehe.bmp", I've tried all sorts of other options, I've even tried using paint to make my own. Nothing has worked. Please save me.