Well, I thought this might be a driver bug, but I suppose there just may be something I’m not initializing.
Quite simply, when I use the texture matrix to generate coordinates, the “r” texture coordinate (corresponding to the z position coord) always ends up zero. This is essentially all of my code related to texture coordinate generation:
glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScaled(0.5, 0.5, 0.5); glTranslated(1.0, 1.0, 1.0); glRotated(alpha, 1.0, 0.0, 0.0); glRotated(beta, 0.0, 1.0, 0.0); glRotated(gamma, 0.0, 0.0, 1.0);
Btw, when I generated the texture coordinates myself, essentially manually doing the exact same things the OpenGL specs say the above is supposed to do, it works great. It’s just when attempting to use the texture transform matrix that I end up with nothing but 0’s for my r coord.
[This message has been edited by Chalnoth (edited 11-05-2002).]