glTexCoord2f(x,y) maximum x,y values?
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?
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
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
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
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
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...
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And I just completely redesigned it so it looks even better.
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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
+ 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
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
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
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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PS. You''ll need to have GL_REPEAT set up in glTexParameter...
Movie Quote of the Week:
"Mr. Madison, what you have just said is one of the most insanely
idiotic things I have ever heard. At no point in your rambling,
incoherent response were you even close to anything that could
be considered a rational thought. Everyone in this room is now
dumber for having listened to it. I award you no points, and may
God have mercy on your soul."
- The Principal, Billy Madison.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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