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
These are the textel coords.
When texturing, between 0.9 and 0.1 there are the start and the end of the texture, but OpenGL calculates 0.5 between them…
Showing about the entire texture (0.8 units) in a so small space…
Instead, I want to see just the remaining part, that is 0.2 units long!
Hope someone understands all this…
[This message has been edited by Andrea Doimo (edited 04-18-2001).]