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;
}
}
Ugly strokes between tiles :(
Hi!
I'm currently trying to make something like a ISO Map in OpenGL
and create a map with following code:
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
Use GL_CLAMP_TO_EDGE to remove the seams. Example:
Read up about it here: Texture Borders and Tiling
Also here: GL_CLAMP_TO_EDGE problem
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
Read up about it here: Texture Borders and Tiling
Also here: GL_CLAMP_TO_EDGE problem
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.
It's called hxRender, see sig for details.
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