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javaopengltextureslwjglslick2d

Java lwjgl and slick are not displaying my textures


I have tried a lot of different things, but nothing worked so far. at first, the problem was that there was just a blank screen when the program was run. I finally got it to display a blank white square. My images are 128x128 and the other is 512x512.

import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.io.FileNotFoundException;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.Color;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
import org.lwjgl.input.Mouse;
import java.util.Random;

public class TextureDemo
{
private static Texture wood;
Random random = new Random();

    public TextureDemo()
{
    initGL(640, 480, "SLICK TEXTURES");
loadTexture("mozilla");

int x = 100, y = 100, count = 0, width = 0, height = 0, counter = 10;

    while(true)
    {
        count++;
        if(count == counter)
        {
            x--; y--; width++; height++; counter += random.nextInt(50) + 1;
        }

                render(x, y, width, height);
        Display.update();
        Display.sync(60);

        if(Display.isCloseRequested())
        {
            wood.release();
            Display.destroy();
            System.exit(0);
        }
    }
}


private void initGL(int width, int height, String title)
{
    try
        {
        Display.setDisplayMode(new DisplayMode(width, height));
    Display.setTitle(title);
    Display.create();
    }
    catch(LWJGLException e)
    {
    e.printStackTrace();
    Display.destroy();
    System.exit(1);
    }

    GL11.glEnable(GL11.GL_TEXTURE);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, width, 0, height, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

}


public void loadTexture(String key)
{
    try
    {
        wood = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("./res/images/"+key+".png"));
    System.out.println("working." + wood.getTextureID());
    }
    catch(FileNotFoundException e)
    {
    e.printStackTrace();
    Display.destroy();
    System.exit(1);
    }
    catch(IOException e)
    {
    e.printStackTrace();
    }   
}


public void render(int x, int y, int width, int height)
{

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

    System.out.println("working." + wood.getTextureID());

            GL11.glBegin(GL11.GL_QUADS);

                GL11.glBindTexture(GL11.GL_TEXTURE_2D, wood.getTextureID());
        GL11.glTexCoord2f(1, 1);
        GL11.glVertex2f(x, y);
        GL11.glTexCoord2f(0, 1);
        GL11.glVertex2f(x + wood.getImageWidth(), y);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex2f(x + wood.getImageWidth(), y + wood.getImageHeight());
        GL11.glTexCoord2f(1, 0);
        GL11.glVertex2f(x, y + wood.getImageHeight());

    GL11.glEnd();
    System.out.println(wood.getHeight()+ " " +wood.getWidth());


}

    public static void main (String[] args)
{
    new TextureDemo();
}


}

I just want to be able to see the png's i have in the program. Soany ideas why i'm getting white images? how important is the order of the initGL method?


Solution

  • Not sure about it, but I think you had to glEnable(GL_TEXTURE_2D); in this old deprecated OpenGL style. (Instead of GL_TEXTURE)

    Update: I really think you should do glEnable(GL_TEXTURE_2D);. Try using a gray clear color. Maybe they just turned into black squares instead of whites. Slick has a function to bind the texture (I'm not sure what getTextureID returns).

    Update: Make sure you first glBindTexture and then glBegin.