> So - this instead? Vertex: > > uniform sampler2DRect texture; > > void main() > { > //Transform vertex by modelview and projection matrices > gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; > > //Forward current color and texture coordinates after applying texture > matrix > gl_FrontColor = gl_Color * texture2DRect(texture, gl_TexCoord[0].xy); > gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; > > } > > and this Fragment: > > void main() > { > gl_FragColor = gl_Color; > } > > I'll try it out and let you know. Thanks again.
Almost: in the vertex shader, gl_TexCoord[0] needs to be set _before_ it's used in the texture2DRect function -- otherwise, you'll have slightly wrong texture coordinates. So just swap the last two lines of the vertex shader. tried it on my old 10.5 machine, and the results appeared to be identical.
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