Texture still repeats when I ask it not to

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

You texture coordinates are in [0…1], so CLAMP or REPEAT doesn’t matter. CLAMP only matters once you go beyond the [0…1] range.

Oh ok so how would I stop it from repearing horizontally? I only create the 4 vertical squares, I see no reason why another colum should be created.

A bit of nitpicking :
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP); // this is an integer value, not float

gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1); // hey, 0 bytes is really a small granularity :slight_smile: from the man pages : The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries).

And your texture coords are in the [0,1] range, so you are not able to see texture repeat (or clamp) unless you tweak the texture matrix. I did not look at your texture generation code, maybe it has problem. Try with [-1,2] texcoord range.

Thanks ZbuffeR your input was greatly aprecaited.
I never noticed that I was setting the parameters as a float and I copied and pasted the gl.glPixelStorei() without really understanding what it does so thanks for the heads up on that.

Now that I knew that the texture coords were not repeating I decided to look into the texture generation function further like you suggested and so I decided to change this line:


gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, checkImageWidth, checkImageHeight, 0,
                GL.GL_RGB, GL.GL_UNSIGNED_BYTE, checkImageBuf);


To this:

gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, checkImageWidth/2, checkImageHeight*2, 0,
                GL.GL_RGB, GL.GL_UNSIGNED_BYTE, checkImageBuf);


Then some magic happened

Also note that you probably don’t want to use GL_CLAMP, GL_CLAMP_TO_EDGE is probably what you want.