mark-w
08-12-2005, 06:50 AM
Hi everyone,
I am displaying images on texture mapped quads in orthographic projection mode. In order to achieve zooming in and out, it was suggested to me that I should use glScalef(). This does the job in that it looks like I am zooming in and out.
I would like to ask if there is a way to control where the scaling takes places from though - it seems like the scaling takes place from the origin of the viewport, so my quad goes up and to the right. Can I pick a point (center of the viewport most likely) to do the scale on?
Also, do we still have to use powers of 2 bitmaps with textures nowadays, or can I use a 284 x 122 pix bitmap for example?
Thanks!
Mark
I am displaying images on texture mapped quads in orthographic projection mode. In order to achieve zooming in and out, it was suggested to me that I should use glScalef(). This does the job in that it looks like I am zooming in and out.
I would like to ask if there is a way to control where the scaling takes places from though - it seems like the scaling takes place from the origin of the viewport, so my quad goes up and to the right. Can I pick a point (center of the viewport most likely) to do the scale on?
Also, do we still have to use powers of 2 bitmaps with textures nowadays, or can I use a 284 x 122 pix bitmap for example?
Thanks!
Mark