Is a texture scaling ignored in a vertex program ?
Like doing this ?
I get it the usual way, in the vertex program
gl_TexCoord = gl_MultiTexCoord0;
But somehow the scaling is ignored.
You will need to multiply the texture coordinates with the gl_TextureMatrix. This should behave similar to model transformations and the gl_ModelViewMatrix.
I hope this helps, I never used the texture matrix functionability myself…
When using a vertex shader or vertex program you need to apply the texture matrix yourself. In your case you would just do this:
gl_TexCoord = gl_MultiTexCoord0 * gl_TextureMatrix;
Matrices in OpenGL are left-multiplied, here that’d be
gl_TexCoord = gl_TextureMatrix * gl_MultiTexCoord0;
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