Timeline for LWJGL texture bleeding fix won't work
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Oct 1, 2013 at 14:50 | comment | added | user1990950 | Yes, it's the correct position. | |
Oct 1, 2013 at 13:31 | comment | added | Matt Jones | Is your character in the correct location on the screen? i.e. Is he supposed to be floating? If not you may be applying your transformations to the wrong matrix (modelview is the one you want). | |
Oct 1, 2013 at 13:16 | comment | added | user1990950 | Ok changed the code to hard coded values. But no visual changes. | |
Sep 30, 2013 at 22:49 | comment | added | Matt Jones | And all of your texture coordinates are exactly (0,0), (1,0), (1,1), and (0,1)? Because clamp_edge will not just stop the texture: felixgers.de/teaching/jogl/textureClamp.html | |
Sep 30, 2013 at 16:01 | comment | added | user1990950 | Okay I just saw, that my textures are indeed powers of two, because I'm loading the textures with slick. | |
Sep 29, 2013 at 17:00 | comment | added | user1990950 | I'll try tomorrow. | |
Sep 29, 2013 at 16:56 | comment | added | Matt Jones | Yes, special code is required if they are not. Try scaling them so that the dimensions are powers of two and hard code 0 and 1 for the texture coordinates. Let me know how it works out. | |
Sep 29, 2013 at 16:44 | comment | added | user1990950 | No, there not, is this a problem? | |
Sep 29, 2013 at 16:36 | comment | added | Matt Jones | Are your texture dimensions powers of two by any chance? | |
Sep 29, 2013 at 16:30 | comment | added | user1990950 | That was a half pixel correction try, which didn't make much sense because GL12.GL_CLAMP_TO_EDGE. | |
Sep 29, 2013 at 16:21 | comment | added | Matt Jones | I mean, why are they not literally 0 and 1? | |
Sep 29, 2013 at 16:16 | comment | added | user1990950 | They >do< range from 0 to 1. | |
Sep 29, 2013 at 15:49 | history | answered | Matt Jones | CC BY-SA 3.0 |