On Jan 20, 2011, at 11:09 PM, Christopher Wright wrote: >> 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.
Thanks - I wondered about that... regards, Patrick
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