ATI Radeon MultiTexturing

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2 comments, last by V-man 17 years, 6 months ago
I've been developing a small OpenGL app mostly on an Nvidia system. I've just recently tested it out on a few other pc's some that have ATI Radeons. And they all show mesh lines when using multitexturing. I thought Radeons could handle multitextung in OpenGL, I'm not doing anything all that fancy, Just the GL_ARB_multitexture extension. Does anyone have any more info on this problem, or know a work around? Nvidia Photobucket - Video and Image Hosting Radeon Photobucket - Video and Image Hosting
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The texture Repeat modes have different defaults on the two video cards by the look of it.

set the wrap of S & T to GL_CLAMP_TO_EDGE
Ah, thanx Exorcist for pointing that out. I actually was setting S&T to clamp edge, just setting it to the wrong texture unit. :P
On nVidia, GL_CLAMP works as GL_CLAMP_TO_EDGE because there are nmany games out there that mean to use GL_CLAMP_TO_EDGE. (ahem! Id games)
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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