Archived

This topic is now archived and is closed to further replies.

one texture for terrain

This topic is 5671 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 wanna use one pic for the whole terrain.but why does it look so weird?? i wanna texture this pic: and it looks like this: why?? here is the code:
      
float xTexture = 0.0f;
float yTexture = 0.0f;

for(y=1; y<heightMapHeight-1; y++)
{
if(renderMode==RENDER_FILLED || renderMode==RENDER_TEXTURED)
	glBegin(GL_TRIANGLE_STRIP);
if(renderMode==RENDER_WIRE)
	glBegin(GL_LINES);

	//Render the row as a triangle strip

	for(x=0; x<heightMapWidth-1; x++)
	{
	glTexCoord2f(xTexture, yTexture);
	glVertex3f(terrain[((y*heightMapHeight)+x)][0],terrain[((y*heightMapHeight)+x)][1],terrain[((y*heightMapHeight)+x)][2]);
				
	glTexCoord2f((xTexture + (1/heightMapWidth)), yTexture);
	glVertex3f(terrain[((y*heightMapHeight)+(x+1))][0],terrain[((y*heightMapHeight)+(x+1))][1],terrain[((y*heightMapHeight)+(x+1))][2]);
				
	glTexCoord2f(xTexture, (yTexture + (1/heightMapHeight)));
	glVertex3f(terrain[(((y+1)*heightMapHeight)+x)][0],terrain[(((y+1)*heightMapHeight)+x)][1],terrain[(((y+1)*heightMapHeight)+x)][2]);
				
	glTexCoord2f((xTexture + (1/heightMapWidth)),( yTexture + (1/heightMapHeight)));
	glVertex3f(terrain[(((y+1)*heightMapHeight)+(x+1))][0],terrain[(((y+1)*heightMapHeight)+(x+1))][1],terrain[(((y+1)*heightMapHeight)+(x+1))][2]);
			
	xTexture += (1.0f/heightMapWidth);
	}
glEnd();

xTexture = 0.0f;
yTexture += (1.0f/heightMapHeight);
}
      

Share this post


Link to post
Share on other sites
Move your glTexCoord2(...);''s around and keep testing it you will find the correct order remember that you are useing a TRIANGLE_STRIP : ) .

Share this post


Link to post
Share on other sites