Hello, I'm new on this forum, in LWJGL, in OpenGL, and in Devil :wink:
I'm currently making tests with LWJGL, Devil and OpenGL. I've got a problem: I'm using a texture, and when I load it in BMP format, no problem, the texture is mapped ok on a plane or on a GLU Sphere, but when I load the same texture in PNG or JPG format, the texture is upside down !!!
The whole code is the
NeHe Lesson 18 code to load texture
IL.create();
...
private int[] loadTexture(String path) {
IntBuffer image = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
IL.ilGenImages(image);
IL.ilBindImage(image.get(0));
IL.ilLoadImage(path);
//IL.ilConvertImage(IL.IL_RGB, IL.IL_BYTE);
ByteBuffer scratch = ByteBuffer.allocateDirect(IL.ilGetInteger(IL.IL_IMAGE_WIDTH) * IL.ilGetInteger(IL.IL_IMAGE_HEIGHT) * 3);
IL.ilCopyPixels(0, 0, 0, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, IL.IL_RGB, IL.IL_BYTE, scratch);
// Create A IntBuffer For Image Address In Memory
IntBuffer buf = ByteBuffer.allocateDirect(12).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
// Create Nearest Filtered Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
// Create Linear Filtered Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(1));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
// Create MipMapped Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(2));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);
GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, 3, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
return new int[]{ buf.get(0), buf.get(1), buf.get(2) }; // Return Image Addresses In Memory
}
The texture is from the
Celestia project, i've uploaded in the 3 versions here:
Here are the results when using BMP texture:

And when using the same texture, in PNG or JPG format:

Do somebody have any idea to solve this problem ?