I currently use LWJGL Textures to draw images on the screen. I would like to read Textures* from a sprite sheet. I am using slick's TextureLoader class to load the textures.
I draw an LWJGL Shape and bind a Texture onto it.
e.g:
Me drawing an image:
Texture texture = ResourceManager.loadTexture("Images/Tests/test.png");
GL11.glBegin(GL11.GL_QUADS);
{
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(0, texture.getHeight());
GL11.glVertex2f(0, height);
GL11.glTexCoord2f(texture.getWidth(), texture.getHeight());
GL11.glVertex2f(width,height);
GL11.glTexCoord2f(texture.getWidth(), 0);
GL11.glVertex2f(width,0);
}
GL11.glEnd();
I think there is a way by when calling glTexCoord2f, I could give it a sprite offset and load the sprite sheet in the texture instead,
for example one call would be like this:
GL11.glTexCoord2f(0+spriteXOffset, texture.getHeight()-spriteYOffset);
But I would really like to know if there is a simpler way, maybe extracting Textures from a single texture for example like they do in here:
Reading images from a sprite sheet Java
Just instead of BufferedImage, Texture object.
Thank you for the help!