LWJGL - Rendering A Texture Onto A VBO >>($10 REWARD)<<

I understand and I thankyou for your honesty :slight_smile:

So I’ve had a quick peek at your source code, now in Eclipse and what I have to say is that I agree with saucymeatman.
You should be thinking more about your programs design and categorize your methods and routines into appropriate classes.

If I were you I would rewrite the entire thing from scratch again. I know it sounds horrible, but sometimes small mistakes get into our programs and it feels impossible to find them (this is where good program design comes to play - if you have a good design you can usually spot the error way faster than with a bad design, so instead of making a habit of rewriting things pick up the habit of maintaining good program design :slight_smile: ). Most of the oldschool programmers don’t really like this advice, they like to go after their bugs trying to find it, no matter how long does it take, and you know what, I kind of agree with them. However, for extremely small projects like this sometimes it’s just faster to rewrite the entire thing than to be on the hunt for a single wrong OpenGL parameter or something for days. :point:

Some additional thoughts:
Honestly I think that you should remove the money reward, most of the community here helps out people because they love to help, not because they expect something in return.
If somebody else would solve it for you it wouldn’t really help anyway, seeing that you haven’t really got down the basics yet. I would rather suggest you to pick up a book (OpenGL Superbible’s 6th edition is great) and learn from there, one small step at a time.

Also you could make your own job easier by utilizing the tools that modern OpenGL (3.1+) provides you, for example Vertex Array Objects.
Instead of using all those glVertexPointer(), glColorPointer(), glNormalPointer(), enabling and disabling client states you could just spare yourself the time and use VAOs, so you set up all those things once with vertex attribute pointers and then use it wherever you want to with a single call (glBindVertexArray(vao)). Also in modern OpenGL you have to provide the matrices yourself, write your own shaders, but all these things allow for great flexibility and customizability. However, switching from legacy OGL to modern OGL is not easy, you will have to learn quite a bit of new stuff so I wouldn’t suggest you to make this project of yours already OGL 3.1+, but to make your next project learning modern OpenGL. Trust me, it’s worth your while and you’ll have to learn it anyways if you want to make anything serious. :smiley:

Chears man once again for the great advice. I shall try rewrite the whole thing if it means I fix the bug and I guess the commands will stay implanted into my head for future use ;D About that book; Where can I find it and do you have a link for me. Ive been meaning to but an OpenGL book but sort of put off by some of the bad reviews with some of the books

Does anyone know why I have been blocked?

OpenGL Super Bible 6th Edition is available on Amazon, and probably many other sites that sell books.
Here are some ISBN (International Standard Book Number) codes: ISBN-10: 0321902947 ISBN-13: 978-0321902948
Copying one of the codes into what ever Amazon site you use should bring up the book.
Putting it into Google brings up lots of other sites that have the book.

I agree with PandaMonium, the book is great :smiley:

Even though the example code in the book isn’t written for Java, it’s not too difficult to translate it.

And by ā€œblockedā€ do you mean ā€œIn the Padded Roomā€? No idea. Perhaps you haven’t sacrificed enough lambs this week. jk

Yeah I have killed more than usual this weak…

Not sure, but maybe because of your bumps.

He hasnt ā€˜bumped’ the thread in a while as far as I can tell, weird. Im sure an adminstrator will send you a private message explaining why, check your inbox.

http://www.java-gaming.org/topics/re-lwjgl-rendering-a-texture-onto-a-vbo-5-reward/33491/view.html

I’m almost 100 percent sure I did not bump 5 times honestly and I apologise for doing the ones did anyway

You made 5 bumps in 1 topic in 6 days.

I like how the ā€œGenius Coderā€ tries to buy solutions, I never even realised there was 2 thread. Each the same with a different reward.

Heres an idea, debug and fix your own problems. People here are helpful individuals that are here on their own accord, not here to look for money.

Well, to be fair (not really defending anyone here) I think the other thread was ripped out of this one and chitchatted, he’s probably just not aware of the chitchat board stuff. :smiley:

Well in that case he has upped the reward, still rubs me wrong.

I also doubt that he’d be able to pay it, since he’s so young, but that’s just speculation, and probably rude ^^

Yen I had forgotten about the previous thread. I come from a well of family and have a job myself so to answer you question, yes I can afford it thank you and no offence taken. I would approve of this thread being removed and destroyed now and I shall think carefully before I create another thread. But I thank you all for your input

I thankyou all for helping and attempting toi solve my problem. Im extremely happy to announce that I found the problem. ;D
So apparently the solution was to simply add another line of code for the UV’s as shown here:


			UVs.put(asFloats2f(m.uvcoord.get((int) face.uv.z - 1)));

I think we can all agree that I have learnt a valuable lesson here though. I know for sure that I will never create another thread again with a reward and that I should be polite to all members despite how I think I should behave. Once again I thankyou all for your help and if i could I would give you all a gold star ;D Thankyou for teaching me the ways and I apologies for any inconvenience I have caused.