2008/8/5 Ian Mallett <[EMAIL PROTECTED]>: > we're doing now). I may be mistaken, but the speed issue is related to the > number of OpenGL calls made and glBegin/End aren't especially long.
You could optimize the code you posted earlier by removing the divisions by fwidth and fheight and instead using glMatrixMode and glScalef to scale texture coordinates before you start drawing. That would save two divisions per vertex. -- Alistair Buxton [EMAIL PROTECTED]
