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Draw part of a texture

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Hi, I have a texture of 20x40, but in certain cases I only want to draw the top part: 20x20. I've tried to do this with glTexCoord2f(), but this seems to smooth the texture. Can I somehow accomplish this without the smoothing? So just that part of the texture and no more... Thank you. Decrius

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Yes glTexCoord2f is the correct way to go. As for changing the smoothing, take a look at texture filters and glTexParameteri.

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I'm not sure I understand the problem. If you want to render only the top part of the texture (assuming you're mapping the texture to a quad), your texture coordiantes should be in the range [0,0.5] - [1,1].

If your problem is that doing this seems to stretch the top half of the texture across a 20x40 quad, well, you need to make your quad smaller. :-)

Cheers,
--Brian

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Alright, this is what I use:

glBindTexture(GL_TEXTURE_2D, filemanager.get_texture(0, 2));
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(((window.w - 220)/2), ((window.h - 20)/2));
glTexCoord2f(1, 0); glVertex2i(((window.w - 60)/2), ((window.h - 20)/2));
glTexCoord2f(1, (40/236)); glVertex2i(((window.w - 60)/2), ((window.h + 20)/2));
glTexCoord2f(0, (40/236)); glVertex2i(((window.w - 220)/2), ((window.h + 20)/2));
glEnd();


The texture is 236 pixels high, and it should only display the top 40 pixels.

These are the parameters I use:
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glGenTextures(1, &textures[i_min + i]);
glBindTexture(GL_TEXTURE_2D, textures[i_min + i]);

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->getWidth(), image->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image->getPixels());


Thanks.

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this may end up as zero
(40/236)
try (40.0/236.0) etc

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