> If I understood correctly, you are using OpenGL as a "2D painting
> engine" feeding it polygons which you have already translated to
> screen coordinates.
That is correct.
> In this case you have to use the more complex TexCoord4 interface.
> (Or possibly use Vertex4 interface for w information)
I realized this shortly after my previous email. Is it possible to get away
without using the TexCoord4 interface and use the Vertex4 interface?
> The easy way of handling texture coordinates is to use
> OpenGL transformation engine for all the vertex data...
Definitly. We made a mistake by doing it the way we are, for more than one
reason. This one comes to mind, but we won't be able to take advantage of
the new T&L cards that do the transforming on the card.
> 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.
I will test with the 3dfx driver tomorrow. I tested with it when I first
had OpenGL working (before my TNT and g400) and the 3dfx driver worked then.
Thanks,
Jeff
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