Jeff Slutter wrote:

> 
>     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?
> 

If I understood correctly, you are using OpenGL as a "2D painting 
engine" feeding it polygons which you have already translated to 
screen coordinates.
In this case you have to use the more complex TexCoord4 interface.
(Or possibly use Vertex4 interface for w information)

The easy way of handling texture coordinates is to use
OpenGL transformation engine for all the vertex data...

BTW. As was demonstrated by the test program the
Mesa CVS version had a related bug pretty recently.
Keith did fix it for the CVS version, but it is possible
that the version which is inside the Matrox/Nvidia 
drivers still contain the problem. So I also
suggest testing with the latest Mesa(/3dfx) driver.



                Eero


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