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tRicky060606

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About tRicky060606

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  1. tRicky060606

    Texture help in JOGL

    @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!
  2. 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.add(canvas); frame.setSize(640, 480); final Animator animator = new Animator(canvas); frame.addWindowListener(new WindowAdapter() { @Override 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() { animator.stop(); System.exit(0); } }).start(); } }); // Center frame frame.setLocationRelativeTo(null); frame.setVisible(true); animator.start(); } 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 gl.setSwapInterval(1); // 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 }; buildTestTexture(gl); } 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); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, h, 1.0, 20.0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); } public void display(GLAutoDrawable drawable) { GL gl = drawable.getGL(); // Clear the drawing area gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // Reset the current matrix to the "identity" gl.glLoadIdentity(); // Move the "drawing cursor" around gl.glTranslatef(-1.5f, 0.0f, -6.0f); // Drawing Using Triangles gl.glBegin(GL.GL_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 gl.glEnd(); // 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.glBegin(GL.GL_QUADS); 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 gl.glEnd(); // Flush all drawing operations to the graphics card gl.glFlush(); } 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 ); gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT ); gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT ); gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR ); gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR ); gl.glTexEnvf ( GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE ); /*glu.gluBuild2DMipmaps( GL.GL_TEXTURE_2D, 3, width, height, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ib );*/ gl.glTexImage2D ( 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; //setuFlatteningArray(); } @Override protected int next(int i) { count++; count %= MAXCOUNTB4RESEEDING; if( count == 0 ) setSeed( System.currentTimeMillis() ); return super.next(i); } }
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