So I have successfully imported textures into my game, but they are upside down, distorted and also off-centre.
The code can also be found here: http://pastebin.com/nvWMZqpX
If anyone could help it would be greatly appreciated.
public class Main {
private Texture sky;
public Main() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Spark");
Display.create();
sky = TextureLoader.getTexture("PNG", new FileInputStream(new File("resources/textures/sky.png")));
while(!Display.isCloseRequested()) {
setCamera();
sky.bind();
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor3d(1, 1, 1);
glTexCoord2f(1, 0);
glVertex2i(640, 0);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(0, 1);
glVertex2i(0, 480);
glTexCoord2f(0, 1);
glVertex2i(0, 480);
glTexCoord2f(1, 1);
glVertex2i(640, 640);
glTexCoord2f(1, 0);
glVertex2i(640, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
Display.update();
Display.sync(60);
}
sky.release();
Display.destroy();
} catch (LWJGLException e) {
e.printStackTrace();
} catch(IOException e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
new Main();
}
public static void setCamera() {
//Clear Screen
glClear(GL_COLOR_BUFFER_BIT);
//Modifying the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 0, 480, -1, 1);
//Modify modelviewing matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
}
Is your texture a power of 2 (POT) image? (for example 512x512 pixels). This could be the cause of the distortion.
Also try inverting your texcoord arguments. This would fix the upside down part. I might also noticed a wrong argument
glTexCoord2f(1, 1);
glVertex2i(640, 0);
glTexCoord2f(0, 1);
glVertex2i(0, 0);
glTexCoord2f(0, 0);
glVertex2i(0, 480);
glTexCoord2f(0, 0);
glVertex2i(0, 480);
glTexCoord2f(1, 0);
glVertex2i(640, 480); // <--- this line was 640,640?
glTexCoord2f(1, 1);
glVertex2i(640, 0);
Texture coordinates in openGL are handled upside down like this:
(source: learnopengles.com)