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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
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Member
Regular Contributor
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
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Re: Texture mapping
Use a bigger texture map.
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