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[SOLVED] VBO texturing don't work correctly LWJGL

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[SOLVED] VBO texturing don't work correctly LWJGL
« on: May 27, 2013, 19:25:08 »
I'm a young developer and I try to use VBO to render my 3d objects.
I've created this class :

Code: [Select]
   public class Object3DTexturedRendered {
    
    private TextureRendered texture;
    private int vboId = 0;
    private int vboiId = 0;
    private int vbotId = 0;
    private int verticesTexCoords[][];
    private int verticesIndex[];
    private FloatBuffer verticesBuffer;
    private FloatBuffer texturesBuffer;
    private IntBuffer indexBuffer;
    
    public Object3DTexturedRendered() {
        
    }
    
    public Object3DTexturedRendered(TextureRendered _texture) {
        texture = _texture;
    }
    
    public void renderVBO() {
        glEnable(GL_TEXTURE_2D);
        
        if (texture.getTexture() != null) {
            texture.getTexture().bind();
        }
        
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vboId);
        glVertexPointer(3, GL_FLOAT, 0, 0L);
        
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vbotId);
        glTexCoordPointer(2, GL_FLOAT, 0, 0L);
        
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, vboiId);
        glDrawRangeElements(GL_TRIANGLES, 0, (verticesIndex.length - 1), verticesIndex.length,
                                              GL_UNSIGNED_INT, 0L);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);
        
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);
        ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
        
        glDisable(GL_TEXTURE_2D);
    }
    
    public void initRenderVBO(FloatPointRendered[] listPointsRendered, int _verticesTexCoords[][], int _verticesIndex[]) {
        verticesTexCoords = _verticesTexCoords;
        verticesIndex = _verticesIndex;
        
        verticesBuffer = BufferUtils.createFloatBuffer(verticesTexCoords.length * 3);
        texturesBuffer = BufferUtils.createFloatBuffer(verticesTexCoords.length * 2);
        for (int[] _ipoint : verticesTexCoords) {
            FloatPointRendered _point = listPointsRendered[_ipoint[0]];
            float[] uv = texture.getXYtoFloat(_ipoint[1], _ipoint[2]);
            verticesBuffer.put(_point.positionToFloatArray());
            texturesBuffer.put(uv);
        }
        verticesBuffer.flip();
        texturesBuffer.flip();
        
        indexBuffer = BufferUtils.createIntBuffer(verticesIndex.length);
        indexBuffer.put(verticesIndex);
        indexBuffer.flip();
        
        if (GLContext.getCapabilities().GL_ARB_vertex_buffer_object) {
            IntBuffer vboID = BufferUtils.createIntBuffer(3);
            ARBVertexBufferObject.glGenBuffersARB(vboID);
            vboId = vboID.get(0);
            ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vboId);
            ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, verticesBuffer, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
            
            vbotId = vboID.get(1);
            ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, vbotId);
            ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, texturesBuffer, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);

            vboiId = vboID.get(2);
            ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, vboiId);
            ARBVertexBufferObject.glBufferDataARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, indexBuffer, ARBVertexBufferObject.GL_STATIC_DRAW_ARB);
        }
    }

My object are all rendered correctly, but I've a problem with the texture.
My texture are strided. Look at this image... why my texture are like that, and how I can fixe this bugs.


Thanks in advance for your help.
« Last Edit: May 29, 2013, 21:05:17 by beaucoralk »

Re: VBO texturing don't work correctly LWJGL
« Reply #1 on: May 28, 2013, 17:02:30 »
It looks to me like a problem in the texture loading (maybe more bytes per pixel then you think?). Can you post your texture loading code?
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

Re: VBO texturing don't work correctly LWJGL
« Reply #2 on: May 28, 2013, 19:30:53 »
If I use my texture not with VBO, my texture is correctly rendered !

And to load and bind texture I use a library Slick-Util (http://www.lwjgl.org/wiki/index.php?title=Slick-Util_Library_-_Introduction)

Re: VBO texturing don't work correctly LWJGL
« Reply #3 on: May 29, 2013, 21:02:59 »
Resolved !

In fact, I cut not correctly my texture into my GL_TRIANGLES rendered !