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Thread: Texture mapping

  1. #1
    Junior Member Newbie
    Join Date
    Apr 2002
    Location
    Perth
    Posts
    5

    Texture mapping

    My program draws a 3D tennis court. I use a quad for the court. I texture map a 128 * 128 texture map onto the quad. The problem is the 1 pixel wide court lines become too wide on my quad.

    What is the best solution?

    Should I just use the textue map for the tarmac then draw the court lines on. If so how do I do this with depth buffering enabled?

    I have the red book if someone can direct me to the relevant section.

    Thanks

    Julian

  2. #2
    Member Regular Contributor
    Join Date
    Oct 2001
    Location
    Princeton, NJ
    Posts
    391

    Re: Texture mapping

    you could just use
    glBegin(GL_LINES)
    ...
    glEnd()
    I would just disable depth writes for both the court and lines, since nothing would logically be drawn under them, that will solve depth buffer ?s

  3. #3
    Junior Member Newbie
    Join Date
    Dec 2002
    Location
    Earth
    Posts
    3

    Re: Texture mapping

    Use a bigger texture map.

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