#29 LWJGL Sprite Sheets - LWJGL Tutorials

Oskar Veerhoek · 18K views · 2012 · 43:03

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Game programming & enginesIndie game developmentComputer graphics & renderingtutorialdated

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