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zenon
02-23-2003, 12:35 PM
So, I have suceeded in adding the texture I wanted to.
A checkered white-black bmp.
But!

The whole rendition becomes "weird", full of flickering
black spots on the surfaces where I haven't declared the
texture to appear. Well, a more eccatly description would be
that the non-textured surfaces become covered with som randomly
inserted grainy points.

I have posted to links to my screenshots of the actual case.
The texture is laid on the bottom surface.

Picture 1 - NOT using the texture. http://www.algonet.se/~elrey/textureoff.jpg

Picture 2 - using the checkered texture to cover the
green "ground", note the black/gray spots on the other surfaces. http://www.algonet.se/~elrey/textureon.jpg

1) How do I do to prevent such problems?
2) A good tip for me of what to think off when applying severeal diffetent textures to several surfaces?

Thanks//Zen.

#include <me.h>

Perspective
02-23-2003, 01:11 PM
are you doing this?
before you texture... glEnable(GL_TEXTURE_2D);
before you draw non-textured items.... glDisable(GL_TEXTURE_2D);

zenon
02-23-2003, 11:02 PM
Oh.. maybe I forgot the disable...
hmm..I'll try that out.

But, why does the white color become
transparent?

gking
02-24-2003, 12:21 AM
You probably set the texture mode as GL_MODULATE.

Try changing it to GL_DECAL or GL_REPLACE