glTexCoord
I am using a texture mapped quad as a sprite.
The texture size is 256x256 RGBA.
The sprite is animated so the texture that I am using
has 4x3=12 frames of animation on it. The proplem
is that if I want to have the right frame on the quad
I have to use texture coordinates like this:
glTexCoord2f(0.25, 0.33203125);
It is not very "exact" so 1 or 2 pixels on the edge of the quad are from a wrong frame. Is there more exact way?
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