hm, might be.
sofar they look like this:
bitmap:
[mask texture][original texture]
could my glTexCoord2f''s be the problem?
thanks
code:
void GLDrawMappedQuad (Quad_abs Quad,
ubColor color)
{
SetShadeModel (true, GL_SMOOTH);
SetDepthTest (false, 0);
SetPolyMode (true, GL_FILL,GL_LINE);
SetBlending (true, GL_DST_COLOR,GL_ZERO);
SetCullFace (true, 0);
SetCorrectionHint (true, GL_NICEST);
SetSmoothHint (false, 0);
glPushMatrix ();
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, Quad.TextureID);
SetubColor (FullBright);//anyway around this???
//Mapped Texture
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.5,1.0);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.0,1.0);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (0.5,0.0);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.0,0.0);
DrawVertex3f (Quad.Corners[3]);
glEnd();
SetBlending (true, GL_ONE,GL_ONE);
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (1.0,1.0);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.5,1.0);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (1.0,0.0);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.5,0.0);
DrawVertex3f (Quad.Corners[3]);
glEnd();
glPopMatrix ();
glDisable (GL_TEXTURE_2D);
SetBlending (false, 0,0);
SetDepthTest (true, GL_EQUAL);
}
Texture tears
[Maybe]...
try to disable linear filtering (in texture loading) when loading images with alpha channel. Use nearest...
try to disable linear filtering (in texture loading) when loading images with alpha channel. Use nearest...
Help me with my Isometric OpenGL engine.
@ak37:
i''m loading a regular bitmap!
do they have alpha channels?
GL_NEAREST works but looks UUUUUGLY!!!
@Zerosignull: didn''t help!
thanks to all for the help!
i''m loading a regular bitmap!
do they have alpha channels?
GL_NEAREST works but looks UUUUUGLY!!!
@Zerosignull: didn''t help!
thanks to all for the help!
Bitmaps don''t have alpha channels...
Frank, quick question. For your texture coordinates, are you using the ENTIRE texture (e.g., {0, 0}, (0, 1}, {1, 1}, {1, 0})?
If so, try something plain off-the-wall silly for me...
Try using {.05, .05}, {.05, .95}, {.95, .95}, {.95, .05}
Dragonus
Thought of the Moment
"Everything, no matter how unlikely, has a very small yet finite chance of happening." ~Heisenburg''s Uncertainty Principle
That still gives me hope that, one day, I''ll be teleported to some remote desert isle surrounded by women who think I''m a god.
Frank, quick question. For your texture coordinates, are you using the ENTIRE texture (e.g., {0, 0}, (0, 1}, {1, 1}, {1, 0})?
If so, try something plain off-the-wall silly for me...
Try using {.05, .05}, {.05, .95}, {.95, .95}, {.95, .05}
Dragonus

Thought of the Moment
"Everything, no matter how unlikely, has a very small yet finite chance of happening." ~Heisenburg''s Uncertainty Principle
That still gives me hope that, one day, I''ll be teleported to some remote desert isle surrounded by women who think I''m a god.

it works!!! BWAHAHAHA!!!
and the prize goes to Dragonus.
wierd thing was that after Zerosignull
brought the suggestion i tried it out, to no avail.
but it works now!
i''ll probably make a little sprite lib if anyone''s interrested.
thanks again to all that helped.
on to my next question. ;-))
here''s the code:
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.49,0.99);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.01,0.99);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (0.49,0.01);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.01,0.01);
DrawVertex3f (Quad.Corners[3]);
glEnd();
SetBlending (true, GL_ONE,GL_ONE);
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.99,0.99);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.51,0.99);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (0.99,0.01);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.51,0.01);
DrawVertex3f (Quad.Corners[3]);
glEnd();
and the prize goes to Dragonus.
wierd thing was that after Zerosignull
brought the suggestion i tried it out, to no avail.
but it works now!
i''ll probably make a little sprite lib if anyone''s interrested.
thanks again to all that helped.
on to my next question. ;-))
here''s the code:
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.49,0.99);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.01,0.99);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (0.49,0.01);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.01,0.01);
DrawVertex3f (Quad.Corners[3]);
glEnd();
SetBlending (true, GL_ONE,GL_ONE);
glBegin (GL_TRIANGLE_STRIP);
glTexCoord2f (0.99,0.99);
DrawVertex3f (Quad.Corners[0]);
glTexCoord2f (0.51,0.99);
DrawVertex3f (Quad.Corners[1]);
glTexCoord2f (0.99,0.01);
DrawVertex3f (Quad.Corners[2]);
glTexCoord2f (0.51,0.01);
DrawVertex3f (Quad.Corners[3]);
glEnd();
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