LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: jjones7947 on September 24, 2005, 16:35:24

Title: Mipmappping 2
Post by: jjones7947 on September 24, 2005, 16:35:24
This is the set up:
loading the mipmap textures using the code recommended in my other post titled ââ,¬Å"Mipmappingââ,¬Â getting no errors
Using queries to verify that the texture unit concerned is getting set with the correct texture object and itââ,¬â,,¢s settings (wrap and filters) and is active at the appropriate time.
Still getting no textures
Is there something else I can query at run time to see what the problem might be?
A way to see what opengl ââ,¬Å"seesââ,¬Â so I can understand why it doesnââ,¬â,,¢t use the texture?
Title: hmmmmmm...
Post by: Fool Running on September 26, 2005, 13:09:25
Are you enabling textures?  :lol:
Could you post some code?
Title: MipMapping2
Post by: jjones7947 on September 26, 2005, 23:14:07
The rendering code is spread all over the place in nested display lists, so let me post this list below that shows the results of queries on the texture state.
First let me give you and over view of the general flow:
The list below is the results of rendering two scene objects. The first is a transparent object (tree) for which we are no using mipmaps.  The second is a building for which we are trying to use mipmaps.  Note the filter settings in each.

IL turns on texturing when created so it is on when the scene, including textures are loaded. The pop attrib after resets to defaults. The push and pop around each frame ensures that the initial state is always the same. Filters and wrap parameters are set at binding and finally TU1 is made active after rendering each scene object.  This guarantees that it is the active TU at the start of each loop. This scheme should minimize the # of on/offs for texturing and eliminate any non-productive changes of state.

Thanks,
Jim

PS if this doesn't help, I'll try to merge the rending code together
Title: hmmmmmmm...
Post by: Fool Running on September 27, 2005, 13:40:45
Without code, I'll take a guess:
Have you tried to get rid of the pushing and popping of the texture bits and just reset the state manually?