Hi,
I'm running into the same problem as this guy here:
http://stackoverflow.com/questions/7044 ... -correctlyI try to load a non-power-of-two-size image with the Slick-Util TextureLoader.
I understand that OpenGL wants textures in the right size, but the TextureLoader does exactly put the image to this correct sizes, right?
Then why are these artefacts at the border of the texture rendered?
Maybe I could avoid this problem if I don't render the complete texture on a quad with size let's say 512x512 with texture coordinates (0,0), (0,1) and so on...
I could also render a quad with the exact image size i. e. 180x60 and use texture coordinates like (0,0), (0,0.4) or so... but the first alternative is much more comfortable...
Any ideas?
Thanks in advance and kind regards,
Stefan