Hi all,
I have a problem with texturing.
I draw a wall with a random hole at baseline. To do that, I use 3 cubes:
1) Before the hole (from [minX, minY] to [xHole, maxY]
2) Up to the hole (from [xHole, maxYHole] to [xHole+maxXHole, maxY]
3) After the hole

Then I have a wall texture and I want it is placed good over the 3 cubes: insted I get three distinct textures with not-continuity effect...
This is the code.

Code :
  if (useEnvmap)
  {
	  glEnable(GL_TEXTURE_GEN_S);
	  glEnable(GL_TEXTURE_GEN_T);
	  glEnable(GL_TEXTURE_2D);
	  glTexGeni(GL_S, GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
	  glTexGeni(GL_T, GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);	
	  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);	
	  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	
 
 
    // when texture area is small, bilinear filter the closest mipmap
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                     GL_NEAREST );
    // when texture area is large, bilinear filter the first mipmap
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
	  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);	
	  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);	
	  //glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);//combina texture cno luci	
	  glBindTexture(GL_TEXTURE_2D, 3);
	  glDisable(GL_LIGHTING);
 
  }
  else
    glColor3f(0,0,1);
 
  glPushMatrix();
  glTranslated((-myFloor->floorMaxX + xBuco)/2, maxY/2, pz+maxZ/2);
  glScaled(abs(-myFloor->floorMaxX-xBuco)/2 , maxY/2 , maxZ);
  drawCubeFill();
  glPopMatrix();
 
  glPushMatrix();
  glTranslated(xBuco+bucoMaxX/2, (maxY-bucoMaxY)/2+bucoMaxY, pz+maxZ/2);
  glScaled(bucoMaxX/2 , (maxY-bucoMaxY)/2 , maxZ);
  drawCubeFill();
  glPopMatrix();
 
  glPushMatrix();
  glTranslated((myFloor->floorMaxX + xBuco + bucoMaxX)/2, maxY/2, pz+maxZ/2);
  glScaled(abs(myFloor->floorMaxX-(xBuco+bucoMaxX))/2 , maxY/2 , maxZ);
  drawCubeFill();
  glPopMatrix();
 
 
	if (useEnvmap)
	{
	  glDisable(GL_TEXTURE_GEN_S);
	  glDisable(GL_TEXTURE_GEN_T);
	  glDisable(GL_TEXTURE_2D);
	  glEnable(GL_LIGHTING);
  }

And this is the texture:



Thanks