Fixed function equivalent of simple shader

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.

You don’t need texgen for this, just set your texcoord pointer to the same data as your vertex pointer (assuming you’re using vertex arrays/VBOs/etc) and do a glScalef (or equivalent) on the texture matrix.

That worked a treat thanks! So obvious, but I would never have thought of it.