Hi,
I’m using a 3D seamless texture with a really simple shader that uses a scaled gl_Position to access the texture
varying vec3 position3v;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
position3v = gl_Vertex.xyz * 0.5;
}
uniform sampler3D TEX3D;
varying vec3 position3v;
void main(void)
{
gl_FragColor = texture(TEX3D, position3v);
}
Is there anyway I can get something similar using fixed function? Basically I want to use the 3D texture to texture my object without having to give texture coords to vertices. I assume I need the glTexGeni routines, but I really can’t get my head around them.
Thanks.