i have a old program i found and wondering if somebody could help fix it.
import org.lwjgl.opengl.Window;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.Util;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.opengl.glu.Sphere;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.Display;
import org.lwjgl.Sys;
/**
* DDS Tutorial Main Class<br>
* this example loads an dds file and displays it on the screen<br>
* if dds represent a cubemap all 6 sides are displayed<br>
* for a 2d texture all miplevels are shown (blending between mip levels is enabled)<br>
* @author Christian Cohnen
* @see <a href="http://www.chriscohnen.de/cg/tutorials/DDStutorial/dds_tutorial.htm">online version of this tutorial</a>
*
*/
public class Main {
String appName = "Test DDS texture";
String filename="miplevel.dds";
int width=640;
int height=480;
DisplayMode mode;
boolean finished;
public static void main(String[] arguments) {
Main test = new Main();
// overwrite filename if provided
if (arguments.length>0) test.filename=arguments[0];
test.run();
}
/**
* Retrieves a displaymode, if one such is available
*
* @param width required width
* @param height required height
* @param bpp minimum required bits per pixel
* @return displaymode
*/
protected DisplayMode findDisplayMode(int width, int height, int bpp) {
DisplayMode[] modes = Display.getAvailableDisplayModes();
for (int i = 0; i < modes.length; i++) {
if (modes[i].width == width && modes[i].height == height && modes[i].bpp >= bpp && modes[i].freq <= 60) {
return modes[i];
}
}
return null;
}
public void run() {
System.out.println("running");
mode = findDisplayMode(width, height, 16);
// initialize OpenAL
try {
Window.create(appName, 0, 0, mode.width, mode.height, mode.bpp, 8, 16, 0);
System.out.println("Created OpenGL.");
} catch (Exception e) {
System.err.println("Failed to create OpenGL due to " + e);
System.exit(1);
}
DDSReader ddsreader=new DDSReader();
GL11.glViewport(0, 0, width, height);
GL11.glClearDepth(8000.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE);
Window.setVSyncEnabled(false);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Really Nice Perspective Calculations
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_SCISSOR_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glScissor(0, 0, width, height);
GL11.glViewport(0, 0, width, height);
GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE);
GL11.glMatrixMode(GL11.GL_PROJECTION);// Select The Projection Matrix
GL11.glLoadIdentity();// Reset The Projection Matrix
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GLU.gluPerspective(40.0f,1.0f, 1.0f, 100.0f);
GLU.gluLookAt(0,0,10,
0,0,-10,
0,1,0 );
ddsreader.loadDDSFile(filename);
//ddsreader.loadDDSFile("mars.dds");
Sphere sphere=new Sphere();
sphere.setOrientation(GLU.GLU_OUTSIDE);
sphere.setNormals(GLU.GLU_SMOOTH);
int counter=0;
try {
init();
while (!finished) {
if (!Window.isVisible()) {
Thread.sleep(200);
} else if (Window.isCloseRequested()) {
finished = true;
} else {
if (!Window.isActive()) {
Thread.sleep(200);
}
counter++;
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
GL11.glColor3f(1, 1, 1);
if (!ddsreader.isCubemap) {
// 2D texture
// draw different sized quads to display different mip levels
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glPushMatrix();
GL11.glTranslatef(-1.5f, -2.0f,-1f);
GL11.glScalef(3f,3f,1f);
// draw different sized quads
for (int i = 0; i < 8; i++) {
GL11.glScalef(0.5f, 0.5f, 1f);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f); // Full Brightness, 50% Alpha ( NEW )
GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads
// Front Face
GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front)
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front)
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front)
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front)
GL11.glEnd();
GL11.glTranslatef(1.5f, 0, 0);
}
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
if (ddsreader.isCubemap) {
//GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
//GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
//GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
/**/
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
GL11.glEnable(GL11.GL_NORMALIZE);
// draw 6 textures (shows 5 white textures if no cubemap was loaded
GL11.glEnable(GL13.GL_TEXTURE_CUBE_MAP);
GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 1 );
GL11.glPushMatrix();
GL11.glTranslatef(0.0f, 0.0f, (float) -10);
GL11.glPushMatrix();
GL11.glRotatef(((counter>>4)%360),1f,0,0);
sphere.draw(2,65,64);
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
GL11.glTranslatef(-6.0f, -4.0f, (float) 0);
GL11.glScalef(1.0f, 1.0f, 1f);
// draw six sides
GL11.glBegin(GL11.GL_QUADS); //side1
GL11.glTexCoord3f( 1f,-1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1f,-1.0f, -1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1f, 1.0f, -1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f( 1f, 1.0f, 1.0f ); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);// side 2
GL11.glTexCoord3f(-1f,-1.0f,-1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1f,-1.0f, 1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1f, 1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1f, 1.0f,-1.0f ); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);//side 3
GL11.glTexCoord3f(-1.0f,1f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,1f, 1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,1f, -1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,1f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS); //side 4
GL11.glTexCoord3f(-1.0f,-1f,-1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,-1f,-1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,-1f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,-1f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);//side 5
GL11.glTexCoord3f(-1.0f, -1.0f, 1f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, -1.0f, 1f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, 1.0f, 1f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f, 1.0f, 1f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS); //side 6
GL11.glTexCoord3f( 1.0f,-1.0f, -1f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,-1.0f, -1f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f, 1.0f, -1f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, 1.0f, -1f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glDisable(GL13.GL_TEXTURE_CUBE_MAP);
}
}
Window.update();
}
} catch (Throwable t) {
t.printStackTrace();
} finally {
cleanup();
}
}
/**
* initialize
*/
public void init()
throws Exception {
Sys.setProcessPriority(Sys.HIGH_PRIORITY);
System.out.println("Timer resolution: " + Sys.getTimerResolution());
System.out.println("Number of texture units: " + Util.glGetInteger(GL13.GL_MAX_TEXTURE_UNITS));
}
/**
* cleanup
*/
public void cleanup() {
Window.destroy();
Display.resetDisplayMode();
}
}
thanks
What exactly is the problem that you want fixed? :wink:
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.Util;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.opengl.glu.Sphere;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.Display;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
/**
* DDS Tutorial Main Class<br>
* this example loads an dds file and displays it on the screen<br>
* if dds represent a cubemap all 6 sides are displayed<br>
* for a 2d texture all miplevels are shown (blending between mip levels is enabled)<br>
* @author Christian Cohnen
* @see <a href="http://www.chriscohnen.de/cg/tutorials/DDStutorial/dds_tutorial.htm">online version of this tutorial</a>
*
*/
public class Main {
String appName = "Test DDS texture";
String filename="miplevel.dds";
int width=640;
int height=480;
DisplayMode mode;
boolean finished;
public static void main(String[] arguments) {
Main test = new Main();
// overwrite filename if provided
if (arguments.length>0) test.filename=arguments[0];
test.run();
}
/**
* Retrieves a displaymode, if one such is available
*
* @param width required width
* @param height required height
* @param bpp minimum required bits per pixel
* @return displaymode
*/
private DisplayMode findDisplayMode(int width, int height, int bpp) {
try {
DisplayMode[] modes = Display.getAvailableDisplayModes();
for (int i = 0; i < modes.length; i++) {
if (modes[i].getWidth() == width && modes[i].getHeight() == height && modes[i].getBitsPerPixel() >= bpp && modes[i].getFrequency() <= 85) {
try {
Display.setDisplayMode(modes[i]);
} catch (LWJGLException e) {
e.printStackTrace();
}
return modes[i];
}
}
}
catch (Exception e) {
e.printStackTrace();
System.out.println("Unable to enter fullscreen, continuing in windowed mode");
}
return null;
}
public void run() {
System.out.println("running");
mode = findDisplayMode(width, height, 16);
Display.create();
DDSReader ddsreader=new DDSReader();
GL11.glViewport(0, 0, width, height);
GL11.glClearDepth(8000.0f); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE);
Display.setVSyncEnabled(false);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Really Nice Perspective Calculations
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_SCISSOR_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glScissor(0, 0, width, height);
GL11.glViewport(0, 0, width, height);
GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
GL11.glPolygonMode(GL11.GL_BACK, GL11.GL_LINE);
GL11.glMatrixMode(GL11.GL_PROJECTION);// Select The Projection Matrix
GL11.glLoadIdentity();// Reset The Projection Matrix
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GLU.gluPerspective(40.0f,1.0f, 1.0f, 100.0f);
GLU.gluLookAt(0,0,10,
0,0,-10,
0,1,0 );
ddsreader.loadDDSFile(filename);
//ddsreader.loadDDSFile("mars.dds");
Sphere sphere=new Sphere();
sphere.setOrientation(GLU.GLU_OUTSIDE);
sphere.setNormals(GLU.GLU_SMOOTH);
int counter=0;
try {
init();
while (!finished) {
if (!Display.isVisible()) {
Thread.sleep(200);
} else if (Display.isCloseRequested()) {
finished = true;
} else {
if (!Display.isActive()) {
Thread.sleep(200);
}
counter++;
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
GL11.glColor3f(1, 1, 1);
if (!ddsreader.isCubemap) {
// 2D texture
// draw different sized quads to display different mip levels
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 1);
GL11.glPushMatrix();
GL11.glTranslatef(-1.5f, -2.0f,-1f);
GL11.glScalef(3f,3f,1f);
// draw different sized quads
for (int i = 0; i < 8; i++) {
GL11.glScalef(0.5f, 0.5f, 1f);
GL11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f); // Full Brightness, 50% Alpha ( NEW )
GL11.glBegin(GL11.GL_QUADS); // Start Drawing Quads
// Front Face
GL11.glNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(-1.0f, -1.0f, 1.0f); // Point 1 (Front)
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(1.0f, -1.0f, 1.0f); // Point 2 (Front)
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(1.0f, 1.0f, 1.0f); // Point 3 (Front)
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(-1.0f, 1.0f, 1.0f); // Point 4 (Front)
GL11.glEnd();
GL11.glTranslatef(1.5f, 0, 0);
}
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
if (ddsreader.isCubemap) {
//GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
//GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
//GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_NORMAL_MAP);
GL11.glTexGeni(GL11.GL_S, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
GL11.glTexGeni(GL11.GL_T, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
GL11.glTexGeni(GL11.GL_R, GL11.GL_TEXTURE_GEN_MODE, GL13.GL_REFLECTION_MAP);
/**/
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL13.GL_TEXTURE_CUBE_MAP, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
GL11.glEnable(GL11.GL_TEXTURE_GEN_S);
GL11.glEnable(GL11.GL_TEXTURE_GEN_T);
GL11.glEnable(GL11.GL_TEXTURE_GEN_R);
GL11.glEnable(GL11.GL_NORMALIZE);
// draw 6 textures (shows 5 white textures if no cubemap was loaded
GL11.glEnable(GL13.GL_TEXTURE_CUBE_MAP);
GL11.glBindTexture(GL13.GL_TEXTURE_CUBE_MAP, 1 );
GL11.glPushMatrix();
GL11.glTranslatef(0.0f, 0.0f, (float) -10);
GL11.glPushMatrix();
GL11.glRotatef(((counter>>4)%360),1f,0,0);
sphere.draw(2,65,64);
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
GL11.glDisable(GL11.GL_TEXTURE_GEN_R);
GL11.glTranslatef(-6.0f, -4.0f, (float) 0);
GL11.glScalef(1.0f, 1.0f, 1f);
// draw six sides
GL11.glBegin(GL11.GL_QUADS); //side1
GL11.glTexCoord3f( 1f,-1.0f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1f,-1.0f, -1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1f, 1.0f, -1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f( 1f, 1.0f, 1.0f ); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);// side 2
GL11.glTexCoord3f(-1f,-1.0f,-1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1f,-1.0f, 1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1f, 1.0f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1f, 1.0f,-1.0f ); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);//side 3
GL11.glTexCoord3f(-1.0f,1f, 1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,1f, 1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,1f, -1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,1f, -1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS); //side 4
GL11.glTexCoord3f(-1.0f,-1f,-1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,-1f,-1.0f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f,-1f, 1.0f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,-1f, 1.0f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS);//side 5
GL11.glTexCoord3f(-1.0f, -1.0f, 1f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, -1.0f, 1f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, 1.0f, 1f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f, 1.0f, 1f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glTranslatef(2.0f, 0.0f, (float) 0);
GL11.glBegin(GL11.GL_QUADS); //side 6
GL11.glTexCoord3f( 1.0f,-1.0f, -1f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f,-1.0f, -1f); GL11.glVertex3f( 1.0f, -1.0f, -1.0f);
GL11.glTexCoord3f(-1.0f, 1.0f, -1f); GL11.glVertex3f( 1.0f, 1.0f, -1.0f);
GL11.glTexCoord3f( 1.0f, 1.0f, -1f); GL11.glVertex3f(-1.0f, 1.0f, -1.0f);
GL11.glEnd();
GL11.glPopMatrix();
GL11.glDisable(GL13.GL_TEXTURE_CUBE_MAP);
}
}
Display.update();
}
} catch (Throwable t) {
t.printStackTrace();
} finally {
cleanup();
}
}
/**
* initialize
*/
public void init()
throws Exception {
//Sys.setProcessPriority(Sys.HIGH_PRIORITY);
System.out.println("Timer resolution: " + Sys.getTimerResolution());
System.out.println("Number of texture units: " + Util.glGetInteger(GL13.GL_MAX_TEXTURE_UNITS));
}
/**
* cleanup
*/
public void cleanup() {
Display.destroy();
}
}
Hope this helps should work with the latest lwjgl now![/code]