thanks, but I cannot use any fragment or pixel shader. I must use the regular pipeline.
So, what about the 1D texture map method when q coordinate is negative ?
I find a better way to do this is just to use clip planes. Check the manual on glClipPlane; it takes 4 floats (first 3 are the plane normal, 4th is the distance from the origin), and when that clip plane is enabled only goemetry on the ‘top’ side of the plane is drawn. So for example code to clip everything below y = 2 would look like:
using an ATI Radeon 9700 I have serious problem when i use clip planes to fix this on texture projetion. I have also hear about this 1D Texture Method but I haven’t find any resourcees on the internet. An other way to to projections (e.g:for spot lights) is cube map projection. I also didnt find any information about this either!