I have grass models textured by PNG pictures. And i get white background color instead of black, which I want to. Why it is so and what should i do to fix that? I am using LWJGL 3 and PNGDecoder.jar
Texture loader code:
public int loadTexture(String fileName) {
ByteBuffer buf = null;
int tWidth = 0;
int tHeight = 0;
try {
// Open the PNG file as an InputStream
InputStream in = new FileInputStream("res/" + fileName + ".png");
// Link the PNG decoder to this stream
PNGDecoder decoder = new PNGDecoder(in);
// Get the width and height of the texture
tWidth = decoder.getWidth();
tHeight = decoder.getHeight();
// Decode the PNG file in a ByteBuffer
buf = ByteBuffer.allocateDirect(
4 * decoder.getWidth() * decoder.getHeight());
decoder.decode(buf, decoder.getWidth() * 4, Format.RGBA);
buf.flip();
in.close();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
// Create a new texture object in memory and bind it
int textureId = GL11.glGenTextures();
GL13.glActiveTexture(textureId);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId);
// All RGB bytes are aligned to each other and each component is 1 byte
GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
// Upload the texture data and generate mip maps (for scaling)
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
// Setup the ST coordinate system
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
// Setup what to do when the texture has to be scaled
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_LINEAR_MIPMAP_LINEAR);
return textureId;
}
If you want transparent textures to look transparent, you have to enable blending first. Put the following somewhere in your OpenGL initialization code.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
You are also internally storing your texture in RGB instead of RGBA format.
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
should become
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, tWidth, tHeight, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);