[SOLVED] Mapping two (different types of) Textures on the same geometry
Posted by elect on Feb 10, 2012; 9:19am
URL: https://forum.jogamp.org/SOLVED-Mapping-two-different-types-of-Textures-on-the-same-geometry-tp3731946.html
Hi,
I am rendering a cylinder and mapping two different textures to the top and to the bottom face (on two square, blending is enabled to cut the angles, the image to render is exactly a circle, all the rest is transparent).
Both the textures are loaded in the following way:
check3dFloorFile = new File(check3dFloorPath);
try {
check3dFloorTexture = TextureIO.newTexture(check3dFloorFile, true);
} catch (IOException | GLException ex) {
Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
}
check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
GL2.GL_LINEAR_MIPMAP_LINEAR);
check3dFloorTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
check3dFloorBackFile = new File(check3dFloorBackPath);
try {
check3dFloorBackTexture = TextureIO.newTexture(check3dFloorBackFile, true);
} catch (IOException | GLException ex) {
Logger.getLogger(Viewer.class.getName()).log(Level.SEVERE, null, ex);
}
check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER,
GL2.GL_LINEAR_MIPMAP_LINEAR);
check3dFloorBackTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
The problem arises when I try to render to a texture (a blank one, that has nothing to do with this first two ones):
gl.glGenTextures(1, textureID, 0);
gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
// null means reserve texture memory, but texels are undefined
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
0, GL2.GL_RGB, GL2.GL_FLOAT, null);
gl.glGenFramebuffers(1, frameBufferID, 0);
gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
//Attach 2D texture to this FBO
gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0,
GL2.GL_TEXTURE_2D, textureID[0], 0);
// depth buffer
//int[] depthRenderBufferID = new int[1];
gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT,
floorWidth, floorHeight);
gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
System.out.println("[Viewer] GL_FRAMEBUFFER_COMPLETE!!");
else
System.out.println("..cazzo ^^");
//gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glColor3f(0.0f, 0.0f, 0.0f);
gl.glBegin(GL2.GL_TRIANGLES);
gl.glVertex3f( 0.0f, 1.0f, 0.0f);
gl.glVertex3f(-1.0f, -1.0f, 0.0f);
gl.glVertex3f( 1.0f, -1.0f, 0.0f);
gl.glEnd();
As soon as this code is executed, the texture mapped on the top of the cylinder disappears and all the top turns to black (after some modifications actually I do not see anything)..
Why?
Ps: my task is to map this third rendered texture on the top of the cylinder, over the already existing one..
I would like to underline that the first texture (mapped on the top) is loaded by using TextureIO while the third (the one that I want to apply on the first one) is created on the fly by render to texture. This basically means that I dont have any idea how I could bind a texture created with TextureIO (like for example the "check3dFloorTexture" )