hello all, im playing around with some of the lwjgl ports on nehe.gamedev. I find that if i run the a program i created form these ports without loading any textures it runs fine, the cube and pyramid spin, but if i load any textures it still works but everyting is a lot darker. Even if i dont ever render the textures, the code im using to load the textures is as follows
public final int loadTexture(String path) {
BufferedImage image = null;
try{
image = javax.imageio.ImageIO.read(getClass().getResource(path));
}catch(IOException IOEx){
System.out.println("must put exception trap here");
System.exit(1);
}
if(image == null){
System.out.println("null image");
System.exit(1);
}
// Exctract The Image
BufferedImage tex = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_3BYTE_BGR);
Graphics2D g = (Graphics2D) tex.getGraphics();
g.drawImage(image, null, null);
g.dispose();
// Flip Image
AffineTransform tx = AffineTransform.getScaleInstance(1, -1);
tx.translate(0, -image.getHeight(null));
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
tex = op.filter(tex, null);
// Put Image In Memory
ByteBuffer scratch = ByteBuffer.allocateDirect(4 * tex.getWidth() * tex.getHeight());
byte data[] = (byte[]) tex.getRaster().getDataElements(0, 0, tex.getWidth(), tex.getHeight(), null);
scratch.clear();
scratch.put(data);
scratch.rewind();
// Create A IntBuffer For Image Address In Memory
IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
GL11.glGenTextures(buf); // Create Texture In OpenGL
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
// Typical Texture Generation Using Data From The Image
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
// Linear Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
// Generate The Texture
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tex.getWidth(), tex.getHeight(), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
return buf.get(0); // Return Image Address In Memory
}
Any ideas why this is happening.
Any help is appreciated
pascoe
Do you disable GL_TEXTURE_2D before drawing non-textured objects?
I would guess that it's left enabled, and OpenGL is supplying a default texture coordinate of (0, 0) to all your vertices, so the bottom-left pixel of your image is being added to the colours in your scene.
A little more investigation is required to be sure, however. Try disabling texturing or loading a bright red texture instead, and see what happens.
thanks, that was the problem