#29 LWJGL Sprite Sheets - LWJGL Tutorials
Why Stack Overflow recommends it
Stack Overflow users link it when answering or asking about reading sprite sheets and mapping sprite regions to texture coordinates in LWJGL.
Recommended by 1 people across 1 different months, 2012 to 2012.
What it is
Episode 29 of Oskar Veerhoek's LWJGL tutorial series, a 43-minute screen-captured walkthrough of using sprite sheets with LWJGL and OpenGL in Java. It covers loading a sheet, picking out individual sprites via texture coordinates, and mentions a texture packer tool.
What people said
Recommends Oskar · 2012-08 · Stack Overflow · on “How would I read a sprite sheet in LWJGL?”
Texture coordinates for GL_TEXTURE_2D, used internally by the Slick texture loader, require normalized texture coordinates. That is, the coordinates range from 0.0 to 1.0. So (0,0) is the top-left corner of the texture, and (1,1) is the bottom-right corner. Assuming that you have your sprite coordinates in pixel coordinates at hand, you then have to divide the x coordinate by the texture width and the y coordinate by the texture height, resulting in normalized texture coordinates. You would then supply these coordinates to OpenGL using glTexCoord. glTexCoord2f(spriteX / textureWidth, spriteY / textureHeight); glVertex2f(coordinateX, coordinateY); glTexCoord2f(spriteX+spriteWidth / textureWid
Cites Mike Anderson · 2012-09 · Stack Overflow · on “Flickering when using GL_TEXTURE_RECTANGLE_ARB for spritesheet with the LWJGL”
I'm having some odd flickering problems as I'm trying to develop a game with the LWJGL. I'm attempting to use GL_TEXTURE_RECTANGLE_ARB as suggested in this tutorial: [this video] . Here is a short video of the problem: [LINK] . It seems to me that as the camera moves (via a glTransformf()), the sprite that is drawn for each tile is occasionally showing a bit of a neighboring texture, much like what was causing an issue here: LWJGL random lines inbenween shapes [LINK] . I have already set the MIN_FILTER and MAG_FILTER to GL_NEAREST, however, so this does not seem to be the problem. I have simplified the game as much as possible to demonstrate the problem without too much extraneous detail. You can
Cites sandspro · 2012-12 · Stack Overflow · on “load level from image lwjgl”
One way could be to have two images. The correctly textured one, and then the heightmap. ex: Textured level: Height level (darker the color, the higher the height): You then sift through the pixels of the heightmap and set the heights on the textured. You would have to use the textured one as a spritesheet --> [this video] Hope it helps