I’m having a problem with a simple 2d tile-based engine I’m working on. On my home computer (Windows 7 64bit, jogl 1.1.1) the textures bind properly to the tiles but on my laptop (Windows Vidta 32bit, jogl 1.1.1) they appear broken.
The sprites image is 600×100 (each sprite being 100×100).
Here is the textureManager class that I’m using.
public class TextureManager {
private static Texture textureAtlas;
private static Map<String, TextureCoords> locations;
private static String imageName;
public TextureManager() {
locations = new HashMap<String, TextureCoords>();
}
public static void loadAtlas(String name) {
if(textureAtlas != null) {
if(imageName == name) return;
textureAtlas.dispose();
}
imageName = name;
try {
textureAtlas = TextureIO.newTexture(new File("textures/" + name + ".png"), true);
}
catch (GLException e) {
e.printStackTrace();
}
catch (IOException e) {
e.printStackTrace();
}
setAtlasLocations();
}
private static void setAtlasLocations() {
locations.put("blank", textureAtlas.getSubImageTexCoords(0, 0, 100, 100));
locations.put("tree1", textureAtlas.getSubImageTexCoords(100, 0, 200, 100));
locations.put("tree2", textureAtlas.getSubImageTexCoords(200, 0, 300, 100));
locations.put("tree3", textureAtlas.getSubImageTexCoords(300, 0, 400, 100));
locations.put("rock", textureAtlas.getSubImageTexCoords(400, 0, 500, 100));
}
public static void bindTexture() {
textureAtlas.bind();
}
public static TextureCoords getCoords(String name) {
return locations.get(name);
}
}
This is the rendering code:
public void draw(GL gl) {
gl.glEnable(GL.GL_TEXTURE_2D);
TextureManager.bindTexture();
int width = map.width();
int height = map.height();
float x = InterfaceManager.mapX;
float y = InterfaceManager.mapY;
gl.glTranslatef(x, y - height, 0);
gl.glBegin(GL.GL_QUADS);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
for(int w = 0; w < width; w++) {
for(int h = 0; h < height; h++) {
TextureCoords coords = getCoord(map.getTileType(w, h));
gl.glTexCoord2f(coords.left(), coords.bottom());
gl.glVertex3i(w, h, 0);
gl.glTexCoord2f(coords.right(), coords.bottom());
gl.glVertex3i(w+1, h, 0);
gl.glTexCoord2f(coords.right(), coords.top());
gl.glVertex3i(w+1, h+1, 0);
gl.glTexCoord2f(coords.left(), coords.top());
gl.glVertex3i(w, h+1, 0);
}
}
gl.glEnd();
gl.glTranslatef(-x, -y + height, 0);
gl.glDisable(GL.GL_TEXTURE_2D);
}
private TextureCoords getCoord(int tileType) {
if(tileType == 0) return TextureManager.getCoords("blank");
else if(tileType == 1) return TextureManager.getCoords("rock");
else if(tileType == 2) return TextureManager.getCoords("tree1");
else if(tileType == 3) return TextureManager.getCoords("tree2");
else if(tileType == 4) return TextureManager.getCoords("tree3");
else return TextureManager.getCoords("blank");
}
I know opengl is supposed to be platform independent, and since I’m using the same versions of opengl on both, I’m assuming there’s probably a bug in my code.
Hopefully someone more experienced with it can help me out with this problem. Thanks!
EDIT: Here is a picture of the skewed result.

The trees along the top and right side is actually supposed to be the rock in the sprite below.
This is the sprite file:

The automatically generated mipmaps by OpenGL were causing the problem. Changing the below line to not allow auto mipmapping fixes the problem.
If anyone would like to comment on how i should create my sprite file to allow auto mipmapping, or if this should even be on, please do 🙂
With mipmapping off, as i move the character around, some tiles get a black line beneath them. I’ll have to figure out how to make the sprite image mipmap-able.
EDIT: Make the file square and to the power of 2.