I'm using Eclipse IDE with nifty 1.3.2, with nifty integrated into my own render engine (uses LWJGL).
Everything seems to be working fine, except textures. Backgrounds, icons, etc are just blank white boxes. No warnings or errors have been reported by the logger.
Examples in the nifty example library have worked fine, displaying texture.
Here are the OpenGL states I use for 3D rendering and 2D nifty rendering respectively:
public void set3DRenderStates(){
shaderModule.enableShader(); //Enable Vert, Geo, and Frag shaders
GL11.glViewport(0, 0, 1024, 768);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
Project.gluPerspective(45.0f,1024.0f/768.0f,0.1f,-500.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glShadeModel(GL11.GL_SMOOTH); //GL_SMOOTH GL_FLAT
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
GL11.glCullFace(GL11.GL_BACK);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glFrontFace(GL11.GL_CCW); //default is GL_CCW
GL11.glDepthFunc(GL11.GL_LESS);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
//Lighting Values
FloatBuffer globalAmbient = BufferUtils.createFloatBuffer(4).put(new float [] {0.3f, 0.3f, 0.3f, 1.0f});
//Flip buffer
globalAmbient.flip();
//Global Ambient Light Level
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, globalAmbient);
GL11.glLightModeli(GL11.GL_LIGHT_MODEL_LOCAL_VIEWER, GL11.GL_TRUE);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_MIN_FILTER,GL11.GL_LINEAR); // Linear Texture Filtering
GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_MAG_FILTER,GL11.GL_LINEAR); // Linear Texture Filtering
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
public void set2DRenderStates(){
shaderModule.disableShader(); //Disable Vert, Geo, and Frag shaders
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 1024,768, 0, -1, 1);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glAlphaFunc(GL11.GL_NOTEQUAL, 0);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}