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Home/ Questions/Q 8826937
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T07:15:54+00:00 2026-06-14T07:15:54+00:00

I’m trying to attach a texture to a cube. Currently, the texture is stretching.

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I’m trying to attach a texture to a cube. Currently, the texture is stretching.

I know it’s an issue with my texture coordinates but I cannot figure out what.

For all of the vertices positions (x,y,z), I made the texture coordinate (x,y).

float [] texCoords = new float [2*allPoints.size()];
int index= 0;
for(int i = 0; index< allPoints.size()-1; i=i+2){
           texCoords[i] = (float)allPoints.get(index).getX();
           texCoords[i+1] = (float)allPoints.get(index).getY();
           index++;
}

glTexParameters:

gl2.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,GL.GL_NEAREST);
gl2.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,GL.GL_NEAREST);
gl2.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_S,GL.GL_REPEAT);
gl2.glTexParameteri(GL.GL_TEXTURE_2D,GL.GL_TEXTURE_WRAP_T,GL.GL_REPEAT);

Current output:

enter image description here

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  1. Editorial Team
    Editorial Team
    2026-06-14T07:15:55+00:00Added an answer on June 14, 2026 at 7:15 am

    Texture coordinates in OpenGL are scaled 0-1, if you go past that boundary, according to your parameter of GL_REPEAT for GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T.

    I don’t know about the organization of your allPoints list, but for a cube, you’re going to have multiple unique texture coordinates per vertex, so you’re going to need to duplicate your vertices. If you draw it out by hand or think about it, a texture coordinate of 1 on a vertex also has to be 0 for an adjacent face.

    Each face should have the following texture coordinates:

    (0, 1)--(1, 1)
    |            |
    |            |
    |            |
    (0, 0)--(1, 0)
    

    Now think about the faces on a cube, the (1, 1) point is the (0, 1) point of the adjacent face. Duplicate your vertices to fix that issue.

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