I'm currently rendering triangle strips within a display list and it shows weird little holes.
Beside that some triangles seem to disappear completely when rotating the environment.
Here is the Code:
public class Landscape {
int displayList;
public Landscape() throws IOException {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLU.gluPerspective(60f, 640f/480f, 0.0001f, 1000f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glPolygonMode(GL_FRONT_AND_BACK, GL_FLAT);
glEnable(GL_CULL_FACE);
BufferedImage heightMap = ImageIO.read(new File("heightmap.png"));
BufferedImage heightMapColor = ImageIO.read(new File("hoehenprofil.png"));
displayList = glGenLists(1);
glNewList(displayList, GL_COMPILE);
for (int z = 0; z < heightMap.getHeight(); z++) {
glBegin(GL_TRIANGLE_STRIP);
for (int x = 0; x < heightMap.getWidth(); x++) {
int y = 0xFF - heightMap.getRGB(x, z) & 0xFF;
int color = heightMapColor.getRGB(y-1, 0);
glColor3ub((byte)((color >> 16) & 0xFF), (byte)((color >> 8) & 0xFF), (byte)(color & 0xFF));
glVertex3i(x, y*5, z);
if (z < heightMap.getHeight() - 1) {
y = 0xFF - heightMap.getRGB(x, z+1) & 0xFF;
color = heightMapColor.getRGB(y-1, 0);
glColor3ub((byte)((color >> 16) & 0xFF), (byte)((color >> 8) & 0xFF), (byte)(color & 0xFF));
glVertex3i(x, y*5, z+1);
}
}
glEnd();
}
glEndList();
float camX = 500, camY = 500, camZ = -500;
float rotX = 45, rotY = 0, rotZ = 0;
long lastTick = System.currentTimeMillis();
int fps = 0;
while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
if (Keyboard.isKeyDown(Keyboard.KEY_W)) camZ++;
if (Keyboard.isKeyDown(Keyboard.KEY_S)) camZ--;
if (Keyboard.isKeyDown(Keyboard.KEY_A)) camX--;
if (Keyboard.isKeyDown(Keyboard.KEY_D)) camX++;
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) camY++;
if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)) camY--;
if (Keyboard.isKeyDown(Keyboard.KEY_Q)) rotY -= 0.5f;
if (Keyboard.isKeyDown(Keyboard.KEY_E)) rotY += 0.5f;
glRotatef(rotX, 1, 0, 0);
glRotatef(rotY, 0, 1, 0);
glRotatef(rotZ, 0, 0, 1);
glTranslatef(-camX, -camY, camZ);
glCallList(displayList);
Display.update();
fps++;
if (lastTick + 1000 <= System.currentTimeMillis()) {
lastTick += 1000;
System.out.println("FPS: " + fps);
fps = 0;
}
}
}
public static void main(String[] args) throws IOException {
new Landscape();
}
}
It seem to also appear with depth test disabled. And even with cull face enabled this doesn't appear to work.
EDIT:
Other than that I get some black flickering just when translating a certain amount around the x or y axis. Here is a screenshot of that.
It causes a huge amount of lag and I can't find any reason for that.
EDIT2:
I scaled the x and z axis and removed the y axis scale for a screenshot, just as requested. It only seem to cause the bug when stretching far around the y axis.