The tiles render with line breaks every few tiles. The breaks only occur along the X axis.
Render Code:
GL11.glPushMatrix();
int tileWidth = 16;
int tileHeight = 16;
int left = camera.x;
int top = camera.y;
for (int x = left / tileWidth; x < (left / tileWidth) + (camera.width / tileWidth) + 2; x++)
{
for (int y = top / tileHeight; y < (top / tileHeight) + (camera.height / tileHeight) + 2; y++)
{
//left / tilewidth
if (testMap.getTile(x,y) != null)
{
int color = testMap.getTile(x, y).color;
GL11.glColor3f(((color & 0xFF0000) >> 16) / 255, ((color & 0xFF00) >> 8) / 255, (color & 0xFF) / 255);
GL11.glBegin(GL11.GL_QUADS);
int ox = x - (left/tileWidth) - 1;
int oy = y - (top/tileHeight) - 1;
int x1 = ox * tileWidth;
int y1 = oy * tileHeight;
int x2 = x1 + tileWidth;
int y2 = y1 + tileHeight;
GL11.glVertex2f(x1, y1);
GL11.glVertex2f(x2, y1);
GL11.glVertex2f(x2, y2);
GL11.glVertex2f(x1, y2);
GL11.glEnd();
}
}
}
GL11.glPopMatrix();
Line Breaks: