I have acube and a texture is to be put on all sides. I did this successfully in a netbeans project, but at the end I got to know that its to be done in eclipse, at first it didn't sound to be a big deal. But the thing is that same code doesn't work in eclipse. The cube is shown but texture is not being applied. heres the code.
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2(); // Get the GL pipeline object this
// GLAutoDrawable uses
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color to black
gl.glClearDepth(1.0f); // Set the depth value to 1.0 (the maximum value),
// when the depth buffer is cleared
gl.glEnable(GL_DEPTH_TEST); //Enable depth test
gl.glEnable(GL_LIGHT0);
gl.glEnable(GL_LIGHTING);
try {
texImg = readImage("PWelshDragon.jpg");
} catch (IOException ex) {
// Logger.getLogger(CG0T.class.getName()).log(Level.SEVERE, null, ex);
}
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, texWidth ,texHeight, 0, GL.GL_RGB, GL. GL_UNSIGNED_BYTE, texImg);
gl.glEnable(GL.GL_TEXTURE_2D);
}
In the display code.
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL_MODELVIEW);
gl.glLoadIdentity();
gl.glRotated(30, 1, 1, 1);
gl.glBegin(GL_QUADS);
gl.glNormal3f(1.0f, 0.0f, 0.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);gl.glTexCoord2d(0.0f, 1.0f);
gl.glNormal3f(-1.0f, 0.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);gl.glTexCoord2d(0.0f, 1.0f);
gl.glNormal3f(0.0f, 1.0f, 0.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);gl.glTexCoord2d(0.0f, 1.0f);
gl.glNormal3f(0.0f, -1.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);gl.glTexCoord2d(0.0f, 1.0f);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, 1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(-1.0f, 1.0f, 1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(1.0f, -1.0f, 1.0f);gl.glTexCoord2d(0.0f, 1.0f );
gl.glNormal3f(0.0f, 0.0f, -1.0f);
gl.glVertex3f(1.0f, 1.0f, -1.0f);gl.glTexCoord2d(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, -1.0f);gl.glTexCoord2d(1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, -1.0f);gl.glTexCoord2d(1.0f, 1.0f);
gl.glVertex3f(-1.0f, 1.0f, -1.0f);gl.glTexCoord2d(0.0f, 1.0f);
gl.glEnd();
}
I'm getting the values in texImg, but dont know why its not being applied.
I solved the problem, by adding following lines before image drawing code in display function. (before gl.glBegin(GL_QUADS);
)
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_S,GL2.GL_CLAMP);
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_T,GL2.GL_CLAMP);
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MAG_FILTER,GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_MIN_FILTER,GL.GL_NEAREST);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV,GL2.GL_TEXTURE_ENV_MODE,GL2.GL_MODULATE);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT,GL2.GL_NICEST);
I don't really know, what these lines do. I saw it here