Am 29.12.2012 um 12:52 schrieb <[email protected]>:
> ... > The problem is about binding a texture to an object, but i am quite not > understanding how is the texture coordinator decided according to the vertex > coordinator ? Your question is indeed a little bit off-topic, but your assumption about OpenGL experts here on this list is probably true (disclaimer: it's been quite some while I did some OpenGL code, and that was back when OpenGL 1.4 was current, so "expert" doesn't necessarily include me ;)). If you haven't done already study this example: http://doc.qt.digia.com/qt/opengl-textures.html specifically http://doc.qt.digia.com/qt/opengl-textures-glwidget-cpp.html In GLWidget::makeObject you'll see how for every vertex (world coordinates are usually denoted as X, Y, Z) a corresponding texture coordinate (usually denoted U, V) is specified. That data is then passed on to OpenGL as array with glTexCoordPointer (the "non-OpenGL ES 2 code path") or as array attribute to the GL shader program. Cheers, Oliver
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