Keith,
> It's easiest to talk about a specific example - like a small demonstration
> program. Run something up in glut which does your mapping to a single
triangle,
> which can optionally be positioned at a screen edge.
>
> I'll include one written by Eero Pajarre, which might come close to what
you're
> doing.
Thanks for the sample program, I compiled it in both my Linux and
Windows to compare them. In Linux (but not Windows) I get the same problem
as what is in Descent 3 with the perspective texture mapping once I hit the
'4' key to switch to use glTexCoord4f(). glTexCoord2f() works fine,
however.
The Descent 3 code uses neither glTexCoord2f() or glTexCoord4f(), it
uses glTexCoordPointer(), so I suspect these drivers are having some problem
with that also. This is some setup code in D3 to see what I mean:
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_COLOR_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glVertexPointer (3,GL_FLOAT,0,GL_verts);
glColorPointer (4,GL_FLOAT,0,GL_colors);
glTexCoordPointer (4,GL_FLOAT,0,GL_tex_coords);
So do you think (I'm sorry, but I'm quite new to OpenGL, as I have
inherited all of D3's rendering systems since our graphics programmer left
Outrage) if I convert to use glTexCoord2f() I might get some good results?
Thanks,
Jeff
Outrage Entertainment
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