Problem with a texture on a quad

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3 comments, last by Xero-X2 22 years, 11 months ago
on a few quads in a program i''''m writing the texture will filp depending on its distance and rotaion to the camera. I flips on the X axis. an one know why. THE TEXTURE CORDS ARE AS FOLLOWS. if you want to know. glTexCoord2f(1.0f, 0.0f); glVertex3f... glTexCoord2f(1.0f, 1.0f); glVertex3f... glTexCoord2f(0.0f, 1.0f); glVertex3f... glTexCoord2f(0.0f, 0.0f); glVertex3f...
"I seek knowledge and to help those who also seek it"
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Try calling glvertex3() before gltexcoord()...
0x600
Nope didn't work. Any more ideas?

Edited by - Xero-X2 on April 24, 2001 4:09:22 PM
"I seek knowledge and to help those who also seek it"
You don''t happen to build mipmaps yourself, do you? Distance and rotation makes it sound like another mipmap level is kicking in, so maybe you''ve generated them wrong.
You brought me half way to my answer, if fixed the mipmapping error and stoped the fliping I noticed then found a problem that was less apparent prevoiusly, my txtures were being sliced but I fixed that.

Thanks for the help.
"I seek knowledge and to help those who also seek it"

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