I want to display a 2d picture (640x480) as polygons. I split up the picture to 256x256 textures, I map them onto 6 polygons, I set the coordinates to screen coordinates.
I set up my matrices with the following code:
glViewport((int) 640 - 1, (int) 480 - 1, -25, 25);
(I have a similar routine on glide and that is working well.)
And I got small thin lines (horizontal, vertical) between my polygons. The coordinates are correct(according to the glide routine). I experienced it on nvidia tnt, tnt2, geforce 1-2 and matrox g400. So I think it is me who is doing something wrong.
What do I do wrong?
[This message has been edited by mandroka (edited 08-14-2000).]