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# glTexCoord2f(x,y) maximum x,y values?

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i have read the redbook and it mention several times that x,y might have a maximum value but i can t find the constant to get this value doesn t anyone know how to do this or if it is limited at all?

anyone?

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I think 1 is the max and 0 is the min
consider this: (from nehe''s tutorial # 6)
http://nehe.gamedev.net/tutorials/lesson.asp?l=06

glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad

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1 is the max and 0 is the min
consider this: (from nehe''s tutorial # 6)
http://nehe.gamedev.net/tutorials/lesson.asp?l=06

glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad

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Well, it might not be much help, but if you go to www.opengl.org, and search for the glGet* functions (glGetIntegerv, glGetFloat, etc.), you might be able to find a constant to specify to one of the functions to get the maximum values for glTexCoord2f...

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Shadow, that would be correct if they were being specified as type GLclampf. GLclampf extends from 0.0f to 1.0f. However, floating point values can go above 1.0f and below 0.0f...

Movie Quote of the Week:

"You''ve been eating retard sandwiches again."
- Birdman, Beautiful Girls.
Try http://uk.geocities.com/mentalmantle. Seriously. It''s brilliant.
And I just completely redesigned it so it looks even better.
DarkVertex Beta 0.8 available soon!

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as Insanity saiz use the glGet..(..) to find out the maximum values for your crad/drivers

+ yes it does go above 1.0 eg glTexCoord2f(0,0) glTexCoord2f(2,2) will draw the image on the polygon 4x tiled

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

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but if 1.0 is the top and 0 is the bottom what''s the point of going beyond?

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the point is you use REPEAT
and a 4,4 on a 512*512 units big quad and have the same result with a 128*128 texture as with 16 quads with 1,1 coords

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Shadow, take that NeHe tutorial you have, change the values which are 1.0 at the moment to 2.0, re-compile it, and see what happens...

PS. You''ll need to have GL_REPEAT set up in glTexParameter...

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