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Tommato

OpenGL Texture Seams

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[font=Helvetica][size=2]Hi All[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]I've rebuilding an old app written more 10 years ago by other [/font][font=Helvetica][size=2]programmer. In code I see:[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]- if there is no texture, so do draw via glDrawElements and [/font][font=Helvetica][size=2]glSetVertexPointer, glSetNormalPointer etc[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]- otherwise (if there is a texture), do a simplest draw with [/font][font=Helvetica][size=2]glBegin, glVertex3f, glEnd. The UV coordinates are calculated [/font][font=Helvetica][size=2]based on map type (spherical etc), the texture's seams are [/font][font=Helvetica][size=2]processed by hands (temporary extra polygons are created).[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]So my question is: how can I use (faster) glDrawElements with [/font][font=Helvetica][size=2]texture as well? Is there a way to crete UVs via OpenGL (and [/font][font=Helvetica][size=2]to process seams properly) now?[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]Thanks[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]Tom[/font]

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