EDIT: Fixed by putting:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
just after glEnable(GL_TEXTURE_2D); in the texture rendering method!
So, when I maximise my game's window, the textures will have lines between them, like this: lines
However, when it's in 800x600, it looks like this: what it looks like in 800x600
I am using Slick2d to load the textures, if that is what is causing the issue.
if (Display.wasResized()) {
glViewport(0, 0, Display.getWidth(), Display.getHeight());
}
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0,0, Display.getWidth(), Display.getHeight());
glMatrixMode(GL_MODELVIEW);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
That is what is in the while(!Display.isCloseRequested()) loop.
My texture rendering method has this inside:
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
texture.bind();
glBegin(GL_QUADS);
glTexCoord2d(0, 0);
glVertex2d(x, y);
glTexCoord2d(1, 0);
glVertex2d(x + width, y);
glTexCoord2d(1, 1);
glVertex2d(x + width, y + height);
glTexCoord2d(0, 1);
glVertex2d(x, y + height);
glEnd();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
Any help would be greatly appreciated :)