If you're using TextureLoader or InternalTextureLoader, the passed filter should be an OpenGL type:
Code:
SGL.GL_LINEAR (same as GL11.GL_LINEAR)
SGL.GL_NEAREST (same as GL11.GL_NEAREST)
Ideally Image constants should match the OpenGL values -- I'll bring it up with the other devs and see if we can get that fixed.
KorganBloodAxe wrote:
I have also noticed the top left corner of the screen is not actually 0,0 in windowed mode. it is around (0,10). If you look at my render method I have to put a buffer into the y co-ord to get it to be visible. In fullscreen mode 0,0 works fine.
The folks in #lwjgl tell me it's a bug on Windows with LWJGL; it should be fixed with the
latest version of LWJGL. Update your lwjgl.jar and natives (and restart Eclipse/NetBeans to clear its cache) and let us know if it works.
Quote:
Another thing I have noticed is using rotate on the same image cause the top left corner of the image to become (-7, -0.5). i.e. if you want to draw it you have to do .draw(7,0). Shouldn't rotate reset the actual x,y co-ords?
Probably due to this bug:
viewtopic.php?f=1&t=4569If you're planning to rotate your image to make it a "vertical border", here's a simple solution:
Code:
int x = 0, y = 0, borderHeight = 14;
g.rotate(x, y, 90);
//draw the image from its bottom-left corner, stretched to the HEIGHT of the screen
horizontalBorder.draw(x, y-borderHeight, gameContainer.getHeight(), borderHeight);
g.rotate(x, y, -90);