I am trying to load a texture for a cube and I have trouble with the dimensions I use. The texture has the power of two (256x256). When it should use 256 as width and height it throws an exception:
java.lang.IndexOutOfBoundsException: Required 262144 remaining bytes in buffer, only had 68998 at com.jogamp.common.nio.Buffers.rangeCheckBytes(Buffers.java:828) The code: private void initTexture(GL2ES2 gl) { try { BufferedImage bufferedImage = ImageIO.read(new URI("http://192.168.0.39/images/box.gif").toURL()); ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream(); ImageIO.write(bufferedImage, "gif", byteArrayOutputStream); byte[] imageData = byteArrayOutputStream.toByteArray(); imageBuffer = ByteBuffer.wrap(imageData); } catch (Exception e) { e.printStackTrace(); } imageBuffer.rewind(); gl.glGenTextures(1, textureIds, 0); gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, textureIds[0]); gl.glTexImage2D(GL2ES2.GL_TEXTURE_2D, 0, GL2ES2.GL_RGBA, 256, 256, 0, GL2ES2.GL_RGBA, GL2ES2.GL_UNSIGNED_BYTE, imageBuffer); gl.glTexParameteri(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR); gl.glTexParameteri(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR_MIPMAP_NEAREST); gl.glGenerateMipmap(GL2ES2.GL_TEXTURE_2D); gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, 0); } When I change the parameter width/height to 128 the exception disappears but the cubes show wrong colors which looks like random color for each vertex. Is the way I read the file wrong? (I know I don't use JOGL Texture...) |
Administrator
|
Hi!
Use AWTTextureIO and Texture classes. The Texture class has a setTexParameteri method. Let us know whether it fixes your problem.
Julien Gouesse | Personal blog | Website
|
do you have a tutorial I can follow? I tried it for some minutes but couldn't figure it out...
Thanks |
When I try it with this:
BufferedImage bufferedImage; try { bufferedImage = ImageIO.read(new URI("http://192.168.0.39/images/test.png").toURL()); Texture texture = AWTTextureIO.newTexture(gl.getGLProfile(), bufferedImage, true); texture.setTexParameteri(GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR); texture.setTexParameteri(GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR_MIPMAP_NEAREST); texture.bind(); } catch (Exception e) { e.printStackTrace(); } I get this: javax.media.opengl.GLException: INT_BGR n.a. at com.jogamp.opengl.util.texture.awt.AWTTextureData.createFromImage(AWTTextureData.java:317) at com.jogamp.opengl.util.texture.awt.AWTTextureData.<init>(AWTTextureData.java:105) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTextureDataImpl(AWTTextureIO.java:127) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTextureData(AWTTextureIO.java:64) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTexture(AWTTextureIO.java:116) Ok, so I understand that somehow the colormodel is different, but I have no idea how I can change the color model of my texture image?! |
In reply to this post by WarrenFaith
When I try it with this:
BufferedImage bufferedImage; try { bufferedImage = ImageIO.read(new URI("http://192.168.0.39/images/test.png").toURL()); Texture texture = AWTTextureIO.newTexture(gl.getGLProfile(), bufferedImage, true); texture.setTexParameteri(GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR); texture.setTexParameteri(GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR_MIPMAP_NEAREST); texture.bind(); } catch (Exception e) { e.printStackTrace(); } I get this: javax.media.opengl.GLException: INT_BGR n.a. at com.jogamp.opengl.util.texture.awt.AWTTextureData.createFromImage(AWTTextureData.java:317) at com.jogamp.opengl.util.texture.awt.AWTTextureData.<init>(AWTTextureData.java:105) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTextureDataImpl(AWTTextureIO.java:127) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTextureData(AWTTextureIO.java:64) at com.jogamp.opengl.util.texture.awt.AWTTextureIO.newTexture(AWTTextureIO.java:116) Ok, so I understand that somehow the colormodel is different, but I have no idea how I can change the color model of my texture image?! |
Administrator
|
The exception is not very explicit and this color model should be supported by your graphics card. Try to add an alpha channel to your image.
Julien Gouesse | Personal blog | Website
|
Administrator
|
In reply to this post by WarrenFaith
For a couple of utility methods dealing with texture io u could take a look at my TextureUtils class.
I guess loadImageAsTexture_UNMODIFIED() is what u might want. If u like to do bytebuffer stuff u also might take a look at convertARGBBufferedImageToJOGLRGBADirectByteBuffer(). Happy coding |
That gave me the right direction...
my solution: Texture texture; private void initTexture(GL2ES2 gl) { try { texture = TextureIO.newTexture(new URI("http://192.168.0.39/images/box.gif").toURL(),true,null); texture.setTexParameterf(GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR_MIPMAP_LINEAR); texture.setTexParameterf(GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR); } catch (Exception e) { e.printStackTrace(); } } public void display(GL2ES2 gl) { // code snipped if (texture != null) { texture.enable(); texture.bind(); } // code snipped } |
Administrator
|
Sorry I thought you had enabled textures somewhere else.
Julien Gouesse | Personal blog | Website
|
Free forum by Nabble | Edit this page |