I'm having a bit of trouble rendering textures and true type fonts at the same time.
The following screenshots portray my problem:
This shows the font rendering perfectly. This was before I was using textures. https://i.stack.imgur.com/6Tc9t.png
This shows the font after changing to textures. It goes all blurry.
https://i.stack.imgur.com/19bsh.png
I'm not sure how to fix this. I've tried enabling and disabling various things, but I can't figure it out.
Here's my code:
GL initialation:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 0);
glEnable(GL_TEXTURE_2D);
Sprite Rendering:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, this.textureID);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(this.width, 0);
glTexCoord2f(1, 1);
glVertex2f(this.width, this.height);
glTexCoord2f(0, 1);
glVertex2f(0, this.height);
}
glEnd();
glPopMatrix();
Texture Loader:
public static int loadTexture(BufferedImage image) {
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0,
image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth()
* image.getHeight() * BYTES_PER_PIXEL); // 4 for RGBA, 3 for RGB
for (int y = 0; y < image.getHeight(); y++) {
for (int x = 0; x < image.getWidth(); x++) {
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component.
// Only for RGBA
}
}
buffer.flip(); // FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); // Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); // Bind texture ID
// Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
// Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(),
image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// Return the texture ID so we can bind it later again
return textureID;
}
I'm willing to give any more information if necessary. Any help appreciated, thanks in advance.