The Texture that i’m mapping is a 1024 by 1024 png being loaded by the slick pngdecoder
When viewed after being mapped onto a quad, it is very pixelated and the Large text gets transformed into a Brown rectangle
[STRIKE]Here is the texture
and here is a screen-shot of the texture in the OpenGL display [/STRIKE]
nvm thread wont post with the pictures
if you need source code here is the texture loading method
public static int loadPNGTexture(String filename, int textureUnit) {
ByteBuffer buf = null;
int tWidth = 0;
int tHeight = 0;
try {
// Open the PNG file as an InputStream
InputStream in = new FileInputStream(filename);
// 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();
System.out.println("Texture " + filename + "
"
+ "Width: " + tWidth + " Height: "+ tHeight);
// Decode the PNG file in a ByteBuffer
buf = ByteBuffer.allocateDirect(
4 * decoder.getWidth() * decoder.getHeight());
decoder.decode(buf, decoder.getWidth() * 4, PNGDecoder.RGBA);
buf.flip();
in.close();
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
// Create a new texture object in memory and bind it
int texId = GL11.glGenTextures();
GL13.glActiveTexture(textureUnit);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);
// 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_LINEAR_MIPMAP_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,*
GL11.GL_LINEAR_MIPMAP_LINEAR);
return texId;
}
I played around with the glTexParameteri() values,
PS. someone tell me how to post a picture
Please help!!