loading textures causes dimness

Started by MBRPascoe, July 19, 2004, 14:53:16

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MBRPascoe

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
ascoe

cfmdobbie

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.
ellomynameis Charlie Dobbie.

MBRPascoe

ascoe