struct Texture{
GLuint tex;
int height,width;
};
void GL_drawbit(int X, int Y,int Width,int Height,int sX,int sY,Texture texture){
glColor3f (1.0f,1.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D,texture.tex);
glBegin(GL_QUADS);
glTexCoord2f((float)sX/texture.width ,(float)sY/texture.height);
glVertex2f(X, Y);
glTexCoord2f((float)(sY+Width)/texture.width,(float)sY/texture.height);
glVertex2f(X+Width, Y);
glTexCoord2f((float)(sY+Width)/texture.width,(float)(sX+Height)/texture.height);
glVertex2f(X+Width,Y+Height);
glTexCoord2f((float)sX/texture.width ,(float)(sX+Height)/texture.height);
glVertex2f(X, Y+Height);
glEnd();
}
GL 2d drawing
on a 2d game im making i use opengl with quads, i have many pictures stored on a single texture and im using the posted code to draw them. the only problem is when i draw tiles or any other image that need to join up with a seporatly draw one i get a line where they join, this is becouse its not cutting it perfectly and i get a edge thats the wrong color becouse it blends with image next to it.
How can i stop this and is it becouse im doing something wrong or just that floating point calcilations arnt 100% accurate.
When you load your textures, try using GL_CLAMP_TO_EDGE, thats what always fixes that problem for me.
thanks, i had to use GL_CLAMP but it worked
on a side note would upgrading my gl header files couse any compatibility issues with older hardware
on a side note would upgrading my gl header files couse any compatibility issues with older hardware
I'm not sure, but i don't think so. I think they made it a priority to be backwards-compatible, but someone correct me if I am wrong.
BTW, I was the AP, forgot to log in[grin]
BTW, I was the AP, forgot to log in[grin]
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