Multi Texturing in one texture
I haven''t been albe to locate any tutorials on this topic, and it is able to be done in DirectX so I was wondering. How does one use one texture to store multiple images and texture only those images in the texture to quads in OpenGL. In Dx8 it''s possible through the IDirect3DXSprite8 object as well as other means, but in OpenGL it seems to texture a quad with the whole texture image no matter what coords in give into the texture.
"Life is a double edged sword, we always hope to strike though adversity with the shining side..."
jkettles16 of Venosoft
"Life is a double edged sword, we always hope to strike though adversity with the shining side..."jkettles16 of Venosoft
quote:
Original post by jkettles16
...but in OpenGL it seems to texture a quad with the whole texture image no matter what coords in give into the texture.
Nope. The texture coordinates do exactly what they''re meant to, why would they be there if they did nothing?
Remember that the coordinates are different (from DirectX) for each corner of the texture though:
0.0,1.0 ------- 1.0,1.0 | | | | | | | | | | | | | |0.0,0.0 ------- 1.0,0.0

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