I have a weird texture mapping issue. When I move away from my objects, parts of the texture gets trashy.
http://www.members.home.net/deseric/ok.jpg http://www.members.home.net/deseric/bad.jpg http://www.members.home.net/deseric/bad2.jpg
please, don’t tell me it is because the texture is too ugly and the implementation is rejecting it!!
This is the code I use before rendering the object :
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, texnum );
I am rendering my object using immediate mode.
I have an Ati Radeon, It might be a driver issue but I am not too certain because when I use microsoft software implementation, I actually get a texture id from glGenTexture, but my object is NOT texture mapped.
No errors are get for glGetError();
To add to it, if I use mipmaps, then everything works fine in both hardware and software…
[This message has been edited by Gorg (edited 03-09-2001).]