Am Freitag, 2. März 2007 schrieb [EMAIL PROTECTED]:
> On Fri, 02 Mar 2007 03:26:59 -0500 Per Inge Mathisen
>
> <[EMAIL PROTECTED]> wrote:
> >On 3/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >> Before the hardcode of 512, it was change to
> >
> >BACKDROP_HACK_WIDTH,
> >
> >> and BACKDROP_HACK_HEIGHT (which still is 512).
> >>
> >> In code below this with
> >>         glBegin(GL_TRIANGLE_STRIP);
> >>                 glTexCoord2f(0, 0);
> >>                 glVertex2f(0, 0);
> >>                 glTexCoord2f(255, 0);
> >>                 glVertex2f(screenWidth, 0);
> >>                 glTexCoord2f(0, 255);
> >>                 glVertex2f(0, screenHeight);
> >>                 glTexCoord2f(255, 255);
> >>                 glVertex2f(screenWidth, screenHeight);
> >>         glEnd();
> >>
> >> should not the 255 be also changed?  Why is it 255 in first
> >
> >place?
> >
> >> if BACKDROP_HACK_HEIGHT = 1024, then it no look right ?
> >>
> >> Anybody explain why this value used?  I think it is mistake?
> >
> >I believe those are texture coordinates that get translated into
> >0.0f
> >-> 1.0f. Although I must admit I am a bit mystified about how
> >exactly
> >this works.
> >
> >  - Per
>
> I find this,
>       glViewport(0, 0, width, height);
>       glMatrixMode(GL_PROJECTION);
>       glPushMatrix();
>       glLoadIdentity();
>       glOrtho(0, width, height, 0, 1, -1);
>       glMatrixMode(GL_TEXTURE);
>       glScalef(1/256.0, 1/256.0, 1);
>       glMatrixMode(GL_MODELVIEW);
>       glLoadIdentity();
>       glCullFace(GL_FRONT);
>       glEnable(GL_CULL_FACE);
>
> So we deal with glOrtho to set up coordinates.
> Then  map coordinates of 0 to width and 0 to height is used yes?
> Then mapping should be 0 to width = 0 to 1.0, same for height.  If
> width=1024, height=768 = 1.0,1.0 I thinks.
> glTexCoord2f(255, 255) =  255/256 right because call to
> glScalef(1/256.0, 1/256.0, 1) is in the GL_TEXTURE matrix ?
>
> Is logic right?
> If yes, then why we scale Texture matrix at all?  Is it to save
> time from doing division? Why 1/256?    Is because original
> textures are 256x256?
Probably, yes.
Thanks for finding this. :)

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