Alright, so I’m trying to draw a tile map, but the tiles have lines between them from the textures being ever so slightly off. How can I fix this? This is my glinit:
GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
GL11.glClearColor(0.0f, 1.0f, 0.0f, 0.0f); // Black Background
GL11.glClearDepth(850.0); // Depth Buffer Setup
GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
GL11.glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(
45.0f,
(float) displayMode.getWidth() / (float) displayMode.getHeight(),
0.1f,
850.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
// Really Nice Perspective Calculations
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR);
GL11.glTexParameterf( GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Blending Function For Translucency Based On Source Alpha Value ( NEW )
GL11.glEnable(GL11.GL_BLEND);
Here’s a screenshot to show what I’m talking about: http://i.min.us/idq2Kc.png