SDL Opengl mode 2D Texture Mapping

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1 comment, last by maxfire 12 years, 2 months ago
Hi guys' im having a few problems with clipping a 2D texture in SDL OpenGL mode.

Currently I have the image clipping but when it blends to the screen it distorts/twists ( I'll just put a screen shot up tongue.png ). Now I know its something to do with my Quad matrix but I just can't see the error. Here's my function any advice would be great smile.png.

void MainWnd::RenderSprite( GraphicsTexture* graphic, SDL_Rect position, SDL_Rect clipping )
{
glColor4ub( 255,255,255,255 );

glEnable( GL_TEXTURE_2D );

glBindTexture( GL_TEXTURE_2D, graphic->GetTexture() );

glTranslatef( position.x, position.y, 0 );

float x = 0;
float y = 0;

glBegin( GL_QUADS );

x = GetClippingPercentage( clipping.x, clipping.w );
y = GetClippingPercentage( clipping.y, clipping.h );

glTexCoord2d( x, y );
glVertex3f( 0.0, 0.0, 0.0 );//top left

x = GetClippingPercentage( ( clipping.x + clipping.w ), graphic->_TextureDimentions.width );
y = GetClippingPercentage( clipping.y, graphic->_TextureDimentions.height );

glTexCoord2d( x, y );
glVertex3f( ( position.w + 0.0 ), 0.0, 0.0 );//top right

x = GetClippingPercentage( clipping.w + 0.0, graphic->_TextureDimentions.width + 0.0 );
y = GetClippingPercentage( ( clipping.y + clipping.h + 0.0 ), ( graphic->_TextureDimentions.height + 0.0 ) );

glTexCoord2d( x, y );
glVertex3f( ( position.w + 0.0 ), ( position.h + 0.0 ), 0.0 );//bottom right

x = GetClippingPercentage( clipping.x + 0.0 , graphic->_TextureDimentions.width + 0.0 );
y = GetClippingPercentage( clipping.h + 0.0, graphic->_TextureDimentions.height + 0.0 );

glTexCoord2d( x, y );
glVertex3f( 0.0, ( position.h + 0.0 ), 0.0 );//bottom left

glEnd();

glDisable( GL_TEXTURE_2D );

//Reset
glLoadIdentity();
}
float MainWnd::GetClippingPercentage( int inner, int outer )
{
float value = ( float ) ( inner ) / ( float ) ( outer + 0.0 );
return value;
}


Update: I worked out by hand the clipping margins ( multiplying the float value by the texture size and the outcomes match the clipping rect ) so the math is correct. Am I missing something?
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Try glScissor: http://www.opengl.or...l/glScissor.xml


glScissor is probably the easiest way to do clipping.



void MainWnd::RenderSprite( GraphicsTexture* graphic, SDL_Rect position, SDL_Rect clipping ) {
glColor4ub( 255,255,255,255 );
glEnable(GL_SCISSOR_TEST);
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, graphic->GetTexture() );
glLoadIdentity();
glTranslatef( position.x, position.y, 0 );
glScissor(clipping.x,clipping.y,clipping.w,clipping.h);

glBegin(GL_QUADS);
glTextCoord2(0.0f,0.0f); glVertex3f(0.0f,0.0f,0.0f);
glTextCoord2(1.0f,0.0f); glVertex3f((float)position.w,0.0f,0.0f);
glTextCoord2(1.0f,1.0f); glVertex3f((float)position.w,float(position.h,0.0f);
glTextCoord2(0.0f,1.0f); glVertex3f(0.0f,position.h,0.0f);
glEnd();
glDisable(GL_SCISSOR_TEST);
}
[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
cheers dude thx for the article and code :)

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