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If you're mapping it to a sprite, just set the texture coordinates up correctly:



// TW = Texture Width (512.0f)
// TH = Texture Heigth (512.0f)

glBegin(GL_QUADS);
glVertex3f(0, 0, 0);
glTexCoord2f(64/TW, 32/TH); // top left

glVertex3f(1, 0, 0);
glTexCoord2f(96/TW, 32/ TH); // top right

glVertex3f(1, -1 , 0);
glTexCoord2f(96/TW, 64, TH); // bottom right

glVertex3f(0, -1, 0);
glTexCoord2f(64/TW, 64, TH); // bottom left

glEnd();

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Quote:
Original post by SharQueDo
That must be the most crappiest post ever... Any chance you would feel like posting a function about it here????


No, the post answered your question competely.

Its all a matter of texture coordinates, something you should take the time to larn and understand yourself.

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