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Member Since 07 Oct 2011
Offline Last Active Apr 18 2012 09:49 AM

Posts I've Made

In Topic: border texture

14 March 2012 - 10:40 PM

Oh, no.
It happend too with images which has only one part.
What information do you need about the picture?
Can it help you if I show you a screenshot?

In Topic: border texture

14 March 2012 - 08:39 AM

i had the same ;p
try add something like this after image loading

	glBindTexture(GL_TEXTURE_2D, textur[fNum]);

Thanks, I had already tried that.
It doesn't work.

So you've got many small images packed next to each other in a single texture? And when you render quads using these sub-images, the edges of the next sub-image bleed into your quad?

I didn't understand what you asked.

In Topic: border texture

13 March 2012 - 10:23 PM

The texture doesn't have a border, she looks normal.
And here one of the coordinate's code for example:

glBegin(GL_QUADS); //create polygon
glTexCoord2f((part/maxParts), 0.0f);glVertex2d(x, y);
glTexCoord2f(((part+1.f)/maxParts), 0.0f);glVertex2d(x2, y);
glTexCoord2f(((part+1.f)/maxParts), 1.0f);glVertex2d(x2, ny2);
glTexCoord2f((part/maxParts), 1.0f);glVertex2d(x, ny2);
the variables are float.
I thought maybe it because one of them isn't excatly 1.f
but it happend in the y too, and I checked with 1.f, and still happend.

In Topic: opengl mouse, sdl

08 February 2012 - 03:07 AM

Thank you a lot :)

In Topic: texture, background delete

21 December 2011 - 04:05 AM

I added it just now, for check if it will do something, and forgot to delete it.
Without that it still happen.

I found what the problem.
SFML load the texture as 8 bit...