Hy All!
I have a problem in my opengl project. I want to do a skybox with square. I read the texture and use it with starTexture.enable(); starTexture.bind(); method. But the texture is outside the square. I would like to using the texture inside the square. How can i do it?
This is the java code:
public class Ujskybox implements GLEventListener {
public static void main(String[] args) {
Frame frame = new Frame("UjSkyBox");
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(new Ujskybox());
frame.add(canvas);
frame.setSize(640, 480);
final Animator animator = new Animator(canvas);
frame.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
// Run this on another thread than the AWT event queue to
// make sure the call to Animator.stop() completes before
// exiting
new Thread(new Runnable() {
public void run() {
animator.stop();
System.exit(0);
}
}).start();
}
});
// Center frame
frame.setLocationRelativeTo(null);
frame.setVisible(true);
animator.start();
}
private Texture starTexture;
private int _skybox[] = new int[6];
private IntBuffer starTextures;
public void init(GLAutoDrawable drawable) {
// Use debug pipeline
// drawable.setGL(new DebugGL(drawable.getGL()));
GL gl = drawable.getGL();
System.err.println("INIT GL IS: " + gl.getClass().getName());
gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
try {
InputStream stream = getClass().getResourceAsStream("stars.png");
TextureData data = TextureIO.newTextureData(stream, false, "png");
starTexture = TextureIO.newTexture(data);
}
catch (IOException exc) {
exc.printStackTrace();
System.exit(1);
}
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP);
// Enable VSync
gl.setSwapInterval(1);
// Setup the drawing area and shading mode
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
GLU glu = new GLU();
if (height <= 0) { // avoid a divide by zero error!
height = 1;
}
final float h = (float) width / (float) height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void display(GLAutoDrawable drawable) {
GLU glu = new GLU();
GL gl = drawable.getGL();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glPushMatrix();
// Reset and transform the matrix.
gl.glLoadIdentity();
glu.gluLookAt(1,2,0, 0,0,0,0,1,0);
// Enable/Disable features
gl.glPushAttrib(gl.GL_ENABLE_BIT);
gl.glEnable(gl.GL_TEXTURE_2D);
gl.glDisable(gl.GL_DEPTH_TEST);
gl.glDisable(gl.GL_LIGHTING);
gl.glDisable(gl.GL_BLEND);
gl.glColor4f(1,1,1,1);
starTexture.enable();
starTexture.bind();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 0); gl.glVertex3f( 0.5f, -0.5f, -0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( -0.5f, -0.5f, -0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( -0.5f, 0.5f, -0.5f );
gl.glTexCoord2f(0, 1); gl.glVertex3f( 0.5f, 0.5f, -0.5f );
gl.glEnd();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 0); gl.glVertex3f(0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( 0.5f, -0.5f, -0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( 0.5f, 0.5f, -0.5f );
gl.glTexCoord2f(0, 1); gl.glVertex3f( 0.5f, 0.5f, 0.5f );
gl.glEnd();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 0); gl.glVertex3f( -0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( 0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( 0.5f, 0.5f, 0.5f );
gl.glTexCoord2f(0, 1); gl.glVertex3f( -0.5f, 0.5f, 0.5f );
gl.glEnd();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 0); gl.glVertex3f( -0.5f, -0.5f, -0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( -0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( -0.5f, 0.5f, 0.5f );
gl.glTexCoord2f(0, 1); gl.glVertex3f( -0.5f, 0.5f, -0.5f );
gl.glEnd();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 1); gl.glVertex3f( -0.5f, 0.5f, -0.5f );
gl.glTexCoord2f(0, 0); gl.glVertex3f( -0.5f, 0.5f, 0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( 0.5f, 0.5f, 0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( 0.5f, 0.5f, -0.5f );
gl.glEnd();
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0, 0); gl.glVertex3f( -0.5f, -0.5f, -0.5f );
gl.glTexCoord2f(0, 1); gl.glVertex3f( -0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 1); gl.glVertex3f( 0.5f, -0.5f, 0.5f );
gl.glTexCoord2f(1, 0); gl.glVertex3f( 0.5f, -0.5f, -0.5f );
gl.glEnd();
gl.glPopAttrib();
gl.glPopMatrix();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
}
This is Java code with JOGL. Thanks for your reply.