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texturing oddity

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I'm making a 3d maze, and I'm having some weird issues while trying to texture the floor. Anyone know what might be causing the garbage seen at the bottom in the picture at http://www.coolgroups.com/badmaze2.jpg? thanks.

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You know, very strange looking picture. I've never seen such a bug before )))
I have a very few suggestions.
First of all, it is strange, that this "mess" is screen-space aligned, resulting in an low-border aligned ideal rectangle. Maybe, some shit with window initialization? Or with incorrect hDC sizing and so on.
Something tells me, that texturing is OK here. Try to increase/decrease your window sizes, and watch for the bug behavior.

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Have you checked your near clipping plane? Maybe in the windows initialization where you set the size of the backbuffer you got the height wrong. Hope this helps.

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I made the near clipping plane real close the viewer to try to fix it:

gluPerspective(90.0f, 1, .001, 100.0f);

It didn't help.

Can you tell me more about what you mean when you talk about the height of the backbuffer?

Thanks.

mike
http://www.coolgroups.com/

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I've only ever seen this when copying the screen as a texture & the window is partially obscured by the taskbar (even if it's on top of it). Which I can't imagine you're doing here. Does resizing the window at runtime make any difference?

Alternatively try using glViewport & making the view smaller than the window & in the top left corner or something. That might help in determining whether it's something to do with the window init as already suggested.

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