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For a little test case, the library is to complex.
I can show you the calllist.
Works very good in a local environment, but not in applets.
There is no change between the code in the local and
the applet environment. Also texture size, compressed and
uncompressed are also the same.
I guess, the problem is the coordination with more textures
in applets, that does not correct work.
A simple SkySphere with one texture works perfect, also
all objects that requires only one textures does its work.
But SkyBoxes created with 6 Quads or the CUBEMAP call
works not in an applet, but in a normal local environment.
Here a little overview list that works correct in a normal local environment (in java):
// with GL2 gl
// int vboIds[] = new int[2];
// relates to
// gl.glGenBuffers( vboIds.length, vboIds, 0 );
int glName = gl.glGenLists(1);
gl.glNewList( glName, GL2.GL_COMPILE);
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glCullFace(GL2.GL_FRONT);
gl.glEnable(GL2.GL_TEXTURE_CUBE_MAP);
gl.glEnableClientState(GL2.GL_VERTEX_ARRAY);
gl.glBindBuffer( GL2.GL_ARRAY_BUFFER, vboIds[0] );
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0 );
gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glBindBuffer( GL2.GL_ARRAY_BUFFER, vboIds[1] );
gl.glTexCoordPointer(3, GL2.GL_FLOAT, 0, 0 );
gl.glDrawArrays( GL2.GL_QUADS,0, 24 );
gl.glDisableClientState(GL2.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL2.GL_TEXTURE_COORD_ARRAY);
gl.glCullFace(GL2.GL_BACK);
gl.glDisable(GL2.GL_TEXTURE_CUBE_MAP);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glEndList();
My assumption is, in applets the coordination for textures in the GPU works
not correct anymore, or the texture coordinates are destroyed.
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