Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Texture Seams

This topic is 2595 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

[font=Helvetica][size=2]Hi All[/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]- 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]- 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]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]

Share this post

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

  • Advertisement

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!