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suckxez

OpenGL Ugly strokes between tiles :(

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Hi! I'm currently trying to make something like a ISO Map in OpenGL and create a map with following code:
for(float ax=0; ax < MAP_WIDTH; ax++)
{
	for(float ay=0; ay < MAP_HEIGHT; ay++)
	{
		x+= 1;
		y+= 0.5f;
		glBindTexture(GL_TEXTURE_2D, m_Texture.TextureID);
		glBegin(GL_TRIANGLE_STRIP );
			glTexCoord2f(0.0f, 0.0f); glVertex3f(float(x), float(y), 0.0f);
			glTexCoord2f(1.0f, 0.0f); glVertex3f(float(x + 1), float(y - 0.5f), 0.0f);
			glTexCoord2f(0.0f, 1.0f); glVertex3f(float(x + 1), float(y + 0.5f), 0.0f);
			glTexCoord2f(1.0f, 1.0f); glVertex3f(float(x + 2), float(y), 0.0f);
	glEnd();	
		
		if(ay == MAP_HEIGHT-1)
		{
			y=old_y+0.5;
			x=old_x-1;
			old_x = x;
			old_y = y;
		}
	}



Now.. when I'm using a trilinear filter i get ugly strokes: If the Bi/Trilinear filter is turned off, there are not any bothering strokes. But why? Another thing: Do you have any ideas how to create a iso map in a better way? I think my for-loop is a little bit "unesthetic" and bad ;P

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If you are interested, my library handles 2D Graphics quite well under OpenGL. Feel free to use it, or just peek around at the source.

It's called hxRender, see sig for details.

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