the variables are float.
I thought maybe it because one of them isn't excatly 1.f
but it happend in the y too, and I checked with 1.f, and still happend.
i had the same ;p
try add something like this after image loading
glBindTexture(GL_TEXTURE_2D, textur[fNum]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
So you've got many small images packed next to each other in a single texture? And when you render quads using these sub-images, the edges of the next sub-image bleed into your quad?
i had the same ;p
try add something like this after image loading
glBindTexture(GL_TEXTURE_2D, textur[fNum]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
Thanks, I had already tried that.
It doesn't work.
So you've got many small images packed next to each other in a single texture? And when you render quads using these sub-images, the edges of the next sub-image bleed into your quad?
I was trying to clarify what it is that you're doing, as you've not given us much information or pictures of the problem.
To try again: the [font=courier new,courier,monospace](part/maxParts)[/font] code implies that you've got several "sub images" inside the same texture, and you're trying to draw quads that use different "sub images". Is your problem that the edges of each sub-image look wrong (they're blended with the next sub-image)?
Oh, no.
It happend too with images which has only one part.
What information do you need about the picture?
Can it help you if I show you a screenshot?