Hey people,
Im having trouble getting my textures to display right.
The square in the top left is the image i am using, and as you can see, the images are coming out wrong.
The output of my program as far as i can see is in the correct format..
Index: 1 tX: 0 tY: 0
Index: 2 tX: 1 tY: 0
Index: 11 tX: 1 tY: 1
Index: 1 tX: 0 tY: 0
Index: 11 tX: 1 tY: 1
Index: 10 tX: 0 tY: 1
Index: 3 tX: 0 tY: 0
Index: 4 tX: 1 tY: 0
Index: 13 tX: 1 tY: 1
Index: 3 tX: 0 tY: 0
Index: 13 tX: 1 tY: 1
Index: 12 tX: 0 tY: 1
Index: 5 tX: 0 tY: 0
Index: 6 tX: 1 tY: 0
Index: 15 tX: 1 tY: 1
Index: 5 tX: 0 tY: 0
Index: 15 tX: 1 tY: 1
Index: 14 tX: 0 tY: 1
Index: 7 tX: 0 tY: 0
Index: 8 tX: 1 tY: 0
Index: 17 tX: 1 tY: 1
This is my code for displaying the images.
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, m_vertices );
glTexCoordPointer( 2, GL_FLOAT, 0, texCoords );
glBindTexture(GL_TEXTURE_2D, m_textureOne );
glDrawElements( GL_TRIANGLES, m_ammountPoints, GL_UNSIGNED_INT, m_squareLight );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
Any ideas what could be going wrong ? - as far as i can tell, the indices seem to line up with the texcoords.. But everysqure seems to be different ?