Hi all
I am tryng to warp one texture (bmp image) on a surface made up of hundreds of ploygons. Image wraps fine length wise but not width wise.
any ideas?
thanks in advance
Gl.glGenTextures(1, out texName);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texName);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_CLAMP);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_CLAMP);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_NEAREST_MIPMAP_NEAREST);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST_MIPMAP_NEAREST);
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, checkImageWidth, checkImageHeight, 0, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE,checkImage);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, checkImageWidth, checkImageHeight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE,checkImage);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_NEAREST_MIPMAP_NEAREST);
This is not allowed. The magnification filter can be GL_NEAREST or GL_LINEAR.
And the call to glTexImage2D is useless since you call gluBuild2DMipmaps but is not the cause of your problem IMO. Show us a screenshot of the problem it persists.
thanks for reply
Gl.glGenTextures(1, out texName);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texName);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, checkImageWidth, checkImageHeight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE,checkImage);
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_MODULATE);
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2d((double)sl0/sliceCount,(double)pt0/pointCount);
Gl.glVertex3dv(ref this.coordinates[this.indices[i++], 0]);
…many points follow
Gl.glEnd();
Gl.glDisable(Gl.GL_TEXTURE_2D);
I have corrected it but doesnt make any difference. all points are arrange in row and columns> Each row and column has fixed number of points.
thanks for reply link to rendered image on cylinder 
image to be wrapped

Gl.glGenTextures(1, out texName);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texName);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_REPEAT);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
Glu.gluBuild2DMipmaps(Gl.GL_TEXTURE_2D, Gl.GL_RGBA, checkImageWidth, checkImageHeight, Gl.GL_RGBA, Gl.GL_UNSIGNED_BYTE,checkImage);
Gl.glEnable(Gl.GL_TEXTURE_2D);
Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_MODULATE);
Gl.glBegin(Gl.GL_QUADS);
Gl.glTexCoord2d((double)sl0/sliceCount,(double)pt0/pointCount);
Gl.glVertex3dv(ref this.coordinates[this.indices[i++], 0]);
…many points follow
Gl.glEnd();
Gl.glDisable(Gl.GL_TEXTURE_2D);
I have corrected it but doesnt make any difference. all points are arrange in row and columns> Each row and column has fixed number of points.
works now …thanks a lot guys