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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