mapping textures on GL_QUAD_STRIPs

hello,

does anyone know an efficient solution for my problem? i want to put textures on a quadstrip, one for each square.
currently, i’m using something like the following code:

//
for(x=0; x<MAX_X; x++)
{
glBegin(GL_QUAD_STRIP);
glVertex3f(x,y,z1);
glVertex3f(x,y+,z2);
glEnd();
}
//

anyone an idea? please help…
tnx

bye, tolga.

First, two vertices won’t make a quad, you mus put glBegin/glEnd outside the for-loop.

Do you mean you want different textures on different quads in the quad strip? That’s not possible, since you are not allowed to change texture while drawing a primitive.
If you want the same texture but repeated, just put a glTexCoord before each glVertex that uses x as counting cariable.

glBegin(GL_QUAD_STRIP);
for(x=0; x<MAX_X; x++)
{
glTexCoord2f(x, 0);
glVertex3f(x,y,z1);
glTexCoord2f(x, 1);
glVertex3f(x,y+,z2);
}
glEnd();

Something like that. This will repeat the same texture over each quad.

hi

of course, i wrote something wrong last night. glBegin(…) and glEnd() have to be outside the loop…
tnx anyway. very bad thing, that i can’t change my texture.
but wait. is it possible to use one large texture?
look:
//
glBegin(GL_QUAD_STRIP);
for(x=0; x<MAX_X-1; x++){
glTexCoord2f(x/MAX_X,y/MAX_Y);
glVertex3f(x,y,z1)
glTexCoord2f(x/MAX_X,y/MAX_Y);
glVertex3f(x,y+1,z2)
}
glEnd();
//
dependant, on what i need, this should be possible, yes?
btw, do you know about texture max_size and max_number limitations in opengl? or rather in mesa?

depends on your graphics card. I know on mine its 2048. Can’t remember the call for querying the max tex size, not on my pc at the mo.

gav

Hey Tolga
What’s up !
I just want your new email.

Sorry for the lame post ! hehehe


Evil-Dog
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