Hello members of the LWJGL forum,
I am new to workng with LWJGL, and i seem to be having a bit of an issue with lwjgl 2.9.0 and slick-util: I bind a texture with click-util, and draw it on a quad with openGL. However, when i go to draw a quad without entering the texcoord2d functions, which should, to my knowledge, not call upon a texture, by colored quad gets displayed darkened, as if there were a half-opaque black quad on top of it. Here is my code for rendering a simple gui (ignore the wierd setup, just look at the GL11.something code):
NOTE: I think i have to do something to "unbind" the texture, but I don't know if there is a command like that.
package gui;
import org.lwjgl.opengl.*;
import core.Genome;
public class GUIMainMenu extends GUI {
int counter;
public GUIMainMenu(int arg0, int arg1, int arg2, int arg3) {
super(arg0, arg1, arg2, arg3);
}
public void tick() throws Exception {
if (counter < 1000) {
counter ++;
}
GL11.glColor3d(0, 0, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(0, 0);
GL11.glVertex2f(w, 0);
GL11.glVertex2f(w, h);
GL11.glVertex2f(0, h);
GL11.glEnd();
if (Genome.instance.tick.ticks % 10 <= 5) {
GL11.glColor3d(1, 1, 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2f(0, h * 7 / 8);
GL11.glVertex2f(w / 16, h * 7 / 8);
GL11.glVertex2f(w / 16, h * 29 / 32);
GL11.glVertex2f(0, h * 29 / 32);
GL11.glEnd();
}
if (counter >= 20) {
GL11.glColor3d(1, 1, 1);
Genome.instance.screen.textureMap.loadTexture("initializing.png");
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(0, h * 3 / 4);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(w * 1 / 2, h * 3 / 4);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(w * 1 / 2, h * 7 / 8);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, h * 7 / 8);
GL11.glEnd();
}
}
}
All help is appreciated!