glBegin(GL_TRIANGLE_STRIP);
glTexCoord2d(1,1);
glVertex3f(1,1,0); // Top Right
glTexCoord2d(0,1);
glVertex3f(0,1,0); // Top Left
//glTexCoord2d(1,.25);
//glVertex3f(1,0,0);
//glTexCoord2d(0,.25);
//glVertex3f(0,0,0);
glTexCoord2d(1,.5);
glVertex3f(1,-1,0);
glTexCoord2d(0,.5);
glVertex3f(0,-1,0);
//glTexCoord2d(1,.75);
//glVertex3f(1,-2,0);
//glTexCoord2d(0,.75);
//glVertex3f(0,-2,0);
glTexCoord2d(1,0); // Bottom Right
glVertex3f(1,-3,0);
glTexCoord2d(0,0);// Bottom Left
glVertex3f(0,-3,0);
glEnd();
🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Mapping Textures to Triangle Strips Consisting of More than Six Verticies
In lesson 19 there is an example of how to create a simple 4 vertex triangle strip and then map a texture to it. I expanded the strip to 6 verticies (4 triangles) and was able to map the same texture with no problem. However, If I expand to 10 vertices I am unable to map all the texture to all the points in the strip without the texture being distorted.
However, If I commment vertex #s 2,3,6, and 7 the texture is stretched perfectly.
Code with commented vertices:
what happens if you switch the texcoords of vertex 3,4 with 7 and 8? (the ones you had to comment out)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement