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texture co-ords all screwed up

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This may be the wrong forum, but most people here have implemented a quake 3 .bsp loader/renderer. When i render a quake 3 .bsp file, say a surface is made up of 2 triangles, one half of the surface is textured correctly and the second half has the texture squint and stretched diagonally, how do i fix this?

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You have 4 points::- TopLeft, TopRight, BottomLeft, BottomRight.

To each of these, your texture co-ordinates must be 0,0; 1,0; 0,1; 1,1.

If they are not set correctly, the texture will be either not seen, stretched or warped.


Stevie

Don''t follow me, I''m lost.

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Cheers, sounds obvious aswell, the only thing was is the tex coords read in from the quake 3 file had values such as -1.5 and 1.23 etc.

I''''l just clamp them to 0 and 1, may not be able to test it tonight though

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