Floyd1
July 28, 2000, 7:23am
1
Can anyone tell me why this isnt working.
The texture is streched to the 3rd vertex.
glBegin(GL_TRIANGLES);
glColor4ubv((void*)&pPrim->Color);
glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 200.0f, 0.1f);
glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f, 1.0f, 1.0f);
glVertex3f(200.0f, 200.0f, 0.1f);
glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f);
glVertex3f(200.0f, 0.0f, 0.1f);
glEnd();
Floyd1
July 28, 2000, 7:34am
2
Somes texts I did:
GL_TRIANGLES + glMultiTexCoord2fARB = ok
GL_QUADS + glMultiTexCoord4fARB = ok
but
GL_TRIANGLES + glMultiTexCoord4fARB = weird texture stretch.
Relic
July 30, 2000, 4:30am
3
With identical coordinates that seems weird.
You have the third paramteter set to 1.0. What happens if you always set r = 0.0 and q = 1.0 in (s,t,r,q)?
What’s in the texture matrices?
Which hardware do you use?
Floyd1
July 30, 2000, 10:10am
4
it’s the weird effect with r = 0.0 and q = 1.0 and I use a TNT2
Floyd1
August 1, 2000, 7:43am
5
Does anyone ever try to do multitexturing with 4 components texcoord?