Jump to content
  • Advertisement
Sign in to follow this  
Turold

Texturing problem

This topic is 3627 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have 3d sprites using quads. Transforms in software. I want to have per edge scaling ability. Moving vertices correctly is no problem, however I don't get results I want. Currently a "seam" is visible between two triangles when for ex. top and left edges are longer than bottom and right. I think this is caused by the fact that D3D9 textures two triangles as separate objects. I would like to setup texturing in such way that quad is textured as a singe object, so that when scaled per edge, it will look like being in perspective, without any distortions along diagonal which connects two trinagles. How can I achieve this, using fixed pipeline and software vertices?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!