texturing oddity
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.
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.
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.
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.
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/
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/
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.
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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