glGenTextures(1, &Textures[framenum]);
glBindTexture(GL_TEXTURE_2D, Textures[framenum]); glTexParameter(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, temppixels);
glColor3f(1.0f, 1.0f, 1.0f);
xleft = 100;
xright = 116;
ytop = 100;
ybottom = 116;
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f); glVertex2i(xleft, ytop); //top left
glTexCoord2f(0.0f,1.0f); glVertex2i(xleft, ybottom); //bottom left
glTexCoord2f(1.0f,1.0f); glVertex2i(xright, ybottom); //bottom right
glTexCoord2f(1.0f,0.0f); glVertex2i(xright, ytop); //top right
glEnd();
Strange Texture Color Problems
I am using opengl under sdl and am experiencing strange color problems when I texture map my polygons. Basically everything looks correct the texture map is scaled properly etc, except for the color values for the pixels are a few units higher or lower then the original image. (determined from photoshop)
I've checked the values in the raw pixel data also and they are the appropriate values, it is only when it is displayed it is slightly off.
The texture map is 16x16 and this is in orthogonal mode.
Here is the basic code:
Any help is much appreciated.
Thanks!
Grunhund
[edited by - Grunhund3 on February 2, 2003 6:09:23 PM]
[edited by - Grunhund3 on February 2, 2003 6:10:28 PM]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement