Andrea Doimo
04-18-2001, 02:58 AM
I've a problem when texturizing meshes shaped like a cylinder...
There is a "line" where the texture choord (u) can be 0, or 1, and despite my choose, the result is always a stretched texture...
I'm sorry, it's hard for me to explain this beaviour (english isn't my first language)...
I tought it was caused by my 3D engine (OpneGL) not being so smart, but while reading the DirectX SDK, I've seen the following text:
***
If texture wrapping isn't enabled, the rasterizer does not interpolate in the direction needed to generate a believable, reflected image. Rather, the area at the front of the pillar contains a horizontally compressed version of the texels between u- coordinates 0.175 and 0.875, as they pass through the center of the texture. The wrap effect is ruined
d3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0);
***
The question is obvious:
Is there something similar in OpenGL ?
Thanks
There is a "line" where the texture choord (u) can be 0, or 1, and despite my choose, the result is always a stretched texture...
I'm sorry, it's hard for me to explain this beaviour (english isn't my first language)...
I tought it was caused by my 3D engine (OpneGL) not being so smart, but while reading the DirectX SDK, I've seen the following text:
***
If texture wrapping isn't enabled, the rasterizer does not interpolate in the direction needed to generate a believable, reflected image. Rather, the area at the front of the pillar contains a horizontally compressed version of the texels between u- coordinates 0.175 and 0.875, as they pass through the center of the texture. The wrap effect is ruined
d3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0);
***
The question is obvious:
Is there something similar in OpenGL ?
Thanks