Texture trilling pixels when moving

I am building tile map and my problem is that when i move its looks wired like pixels of textures are trilling

i appreciate any help

A “little more” details should be helpfull… and test code too ::slight_smile:

Oke what i am doing is
i am new to OpenGL so my code is not probably perfect

bind texture and create list


GL11.glBindTexture(GL11.GL_TEXTURE_2D, glImgGrass);
		
		glListIsoTile = GL11.glGenLists(1);
	    GL11.glNewList(glListIsoTile, GL11.GL_COMPILE);
	    //gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red, 0);
	    
	    GL11.glBegin(GL11.GL_QUADS);
		{
			GL11.glTexCoord2f(0.0f, 1.0f);
			GL11.glVertex3f(-80, 0.0f, 0);
			
			GL11.glTexCoord2f(0.0f,0.0f);
			GL11.glVertex3f(0.0f, -40, 0);
			
			GL11.glTexCoord2f(1.0f, 0.0f);
			GL11.glVertex3f(+80, 0.0f, 0);
			
			GL11.glTexCoord2f(1.0f, 1.0f);
			GL11.glVertex3f(0.0f, +40, 0);
		}
		GL11.glEnd();
		GL11.glEndList();

This is my drawing


for (int x = 0; x < 15; x++) {
			for (int y = 0; y < 15; y++) {
				GL11.glPushMatrix();
				GL11.glTranslatef(tile[x][y].getMid().x, tile[x][y].getMid().y,
						0.0f);
				
				GL11.glCallList(glListIsoTile);
				
				GL11.glPopMatrix();
			}
		}


I tried on other pc and its different but still textures are not rendered smooth when moving

And my texture loading


IntBuffer image = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
        IL.ilGenImages(image);
        IL.ilBindImage(image.get(0));
        IL.ilLoadImage(path);
        IL.ilConvertImage(IL.IL_RGB, IL.IL_BYTE);
        ByteBuffer scratch = ByteBuffer.allocateDirect(IL.ilGetInteger(IL.IL_IMAGE_WIDTH) * IL.ilGetInteger(IL.IL_IMAGE_HEIGHT) * 3);
        IL.ilCopyPixels(0, 0, 0, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, IL.IL_RGB, IL.IL_BYTE, scratch);
        
        // Create A IntBuffer For Image Address In Memory
        IntBuffer buf = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
        GL11.glGenTextures(buf); // Create Texture In OpenGL

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
        // Typical Texture Generation Using Data From The Image

        // Linear Filtering
       // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        // Linear Filtering
       // GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
        
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,GL11.GL_NEAREST);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 
        
        // Generate The Texture
        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), 
                IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);

        return buf.get(0);


I don’t know how to explain it it looks like pixels of image are trilling when moving

It seams i fixt it

by using minimaps

I think the artefacs that you see was due to texture resizing (what mipmaping corrected)
Why are your tiles 160x80 ? If you planing to do a 2D game without any zoom, it should be better to use tiles with power of two size (128x64) and then make texture with exactly the same dimension.

By the way, you can use vertex2f instead of vertex3f for 2d drawing.

i am thinking 3d for later for some cool 3d effect abouw tiles and zooming

and i am thinking of making isometric look but keep eye at 0.0f 0.0f 0.5f and and looking at 0.0f 0.0f 0.5f
and tiles will be on x, y and z will be the same for all tiles and all other things in game world. ( and some cool effects in 3d abouw tiles)

my be you can give some advice to better approach?? :slight_smile:

THX