Thank you, but it seems to match the code I was using and I’m still receiving the same minifying problem and skipped lines in texture…
Here is the code I was using
glClearColor(1.f, 1.f, 1.f, 1.f);
glClearDepth(-100.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, 640.0, 0.0, 480.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
GLuint tex = ilutGLBindTexImage();
glBindTexture(GL_TEXTURE_2D, tex);
glColor4f (1.f, 1.f, 1.f, 1.f);
glBegin (GL_QUADS);
glTexCoord2f(0.f, 0.f);
glVertex3f (offset, 0.f, -.8f);
glTexCoord2f(1.f, 0.f);
glVertex3f (640.f-offset, 0.f, -.8f);
glTexCoord2f(1.f, 1.f);
glVertex3f (640.f-offset, 480.f, -.8f);
glTexCoord2f(0.f, 1.f);
glVertex3f (offset, 480.f, -.8f);
glEnd ();
glDeleteTextures(1, &tex);
ilClearImage();
if(1)
{
ilBindImage(WatermarkHandle);
glBindTexture(GL_TEXTURE_2D, tex1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f (1.f, 1.f, 1.f, 1.f);
glBegin (GL_QUADS);
glTexCoord2f(0.f, 0.f);
glVertex3f (1.f, 1.f, -.7f);
glTexCoord2f(1.f, 0.f);
glVertex3f (640.f, 1.f, -.7f);
glTexCoord2f(1.f, 1.f);
glVertex3f (640.f, 480.f, -.7f);
glTexCoord2f(0.f, 1.f);
glVertex3f (1.f, 480.f, -.7f);
glEnd ();
glDisable(GL_BLEND);
//glDeleteTextures(1, &tex1);
}
This is the setup I had… And it doesn’t get better if I use 0.0f in glVertex2f… Viewport is set via glViewport(0, 0, 640, 480);
I tried everything…
glBegin (GL_QUADS);
glTexCoord2f(0.f, 0.f);
glVertex3f (0.f, 0.f, -.7f);
glTexCoord2f(1.f, 0.f);
glVertex3f (640.f, 0.f, -.7f);
glTexCoord2f(1.f, 1.f);
glVertex3f (640.f, 480.f, -.7f);
glTexCoord2f(0.f, 1.f);
glVertex3f (0.f, 480.f, -.7f);
glEnd ();
and
glBegin (GL_QUADS);
glTexCoord2f(0.f, 0.f);
glVertex3f (-1.f, -1.f, -.7f);
glTexCoord2f(1.f, 0.f);
glVertex3f (640.f, -1.f, -.7f);
glTexCoord2f(1.f, 1.f);
glVertex3f (640.f, 480.f, -.7f);
glTexCoord2f(0.f, 1.f);
glVertex3f (-1.f, 480.f, -.7f);
glEnd ();