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suckxez

Texturing Iso Tiles

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I'm creating diamond shape tiles in OpenGL like this:
		glBegin(GL_TRIANGLE_STRIP );
			glTexCoord2f(0.0f, 0.0f); glVertex3f(float(m_PosX)		, float(m_PosY), 0.0f);
			glTexCoord2f(1.0f, 0.0f); glVertex3f(float(m_PosX + 1)	, float(m_PosY - 0.5f), 0.0f);
			glTexCoord2f(1.0f, 1.0f); glVertex3f(float(m_PosX + 1)	, float(m_PosY + 0.5f), 0.0f);
			glTexCoord2f(0.0f, 1.0f); glVertex3f(float(m_PosX + 2)	, float(m_PosY), 0.0f);
		glEnd();

But when I put a texture over a tile, the texture distorts. What I mean, I want to put textures like the following one over the tiles. But how do I do that?

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You could probably do it by tweaking your texture coordinates. Instead of mapping the entire image onto the diamond quad, you can selectively 'snip' out just the parts you want. Maybe something like:


glTexCoord2f(0.0f, 0.5f); glVertex3f(float(m_PosX), float(m_PosY), 0.0f);
glTexCoord2f(0.5f, 0.0f); glVertex3f(float(m_PosX + 1), float(m_PosY - 0.5f), 0.0f);
glTexCoord2f(0.5f, 1.0f); glVertex3f(float(m_PosX + 1) , float(m_PosY + 0.5f), 0.0f);
glTexCoord2f(1.0f, 0.5f); glVertex3f(float(m_PosX + 2) , float(m_PosY), 0.0f);


Something like this should serve to cut out the diamond shaped image from the rectangular texture, and map it onto your diamond quad. All depends on exactly how your projections and such are set up.

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