I have managed to create a texture as you can see here:
But despite me specifing the GL_TEXTURE_WRAP as GL_CLAMP it still repeats horizontally.
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP);
Here is my init section
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
glu = new GLU();
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LESS);
makeCheckImage();
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP);
gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 0);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, checkImageWidth, checkImageHeight, 0,
GL.GL_RGB, GL.GL_UNSIGNED_BYTE, checkImageBuf);
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_DECAL);
//
gl.glShadeModel(GL.GL_FLAT);
}
Here is where I display the texture
public void display(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(-2.0f, -1.0f, 0.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(-2.0f, 1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(0.0f, 1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(0.0f, -1.0f, 0.0f);
gl.glTexCoord2f(0.0f, 0.0f);
gl.glVertex3f(1.0f, -1.0f, 0.0f);
gl.glTexCoord2f(0.0f, 1.0f);
gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glTexCoord2f(1.0f, 1.0f);
gl.glVertex3f(2.41421f, 1.0f, -1.41421f);
gl.glTexCoord2f(1.0f, 0.0f);
gl.glVertex3f(2.41421f, -1.0f, -1.41421f);
gl.glEnd();
gl.glFlush();
}
And in case you want to know here is how I create the texture
private void makeCheckImage() {
Color lol = new Color(0.90f, 0.0f, 0.0f);
float colorHSB[] = Color.RGBtoHSB(lol.getRed(), lol.getGreen(), lol.getBlue(), null);
for (int h = 0; h < 4; h++) {
// = h / rt( hsq + a )
float hValue = colorHSB[0]+(((h-2.0f) / (float)Math.sqrt( (float)Math.pow((h-2.0f), 2.0f) + 10.0f/*80*/ ) )*20.0f/*0.1*/);
System.out.println( hValue );
for (int s = 0; s < 128; s++) {
for (int b = 0; b < 128; b++) {
// = (s - 0) / (256 - 0)
Color colorRGB = new Color(Color.HSBtoRGB(hValue, ((s / 128.0f)+1.0f)*0.5f, ((b / 128.0f) +1.0f)*0.5f ));
checkImageBuf.put((byte) (colorRGB.getRed())); // R
checkImageBuf.put((byte) (colorRGB.getGreen())); // G
checkImageBuf.put((byte) (colorRGB.getBlue())); // B
}
}
}
checkImageBuf.rewind();
}
I working in JOGL so sorry for the JAVA code
Any ideas as to why it is still repeating would be great,
Thanks