Hi,
I don’t understand much of what my code base is doing but from the comments and googling; it seems to be creating a multi-texture to create a plane in 3D view.
I’ll try to post all of the code snippets I feel relevant.
//PFNGLCLIENTACTIVETEXTUREARBPROC __glClientActiveTextureARB = NULL;
//PFNGLACTIVETEXTUREARBPROC __glActiveTextureARB = NULL;
//PFNGLFOGCOORDPOINTEREXTPROC __glFogCoordPointerEXT = NULL;
__glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
glBindTexture(GL_TEXTURE_2D, m_nID-1);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotated(pRootObject->angle, 0.0, 0.0, 1.0);
glScaled(8.0, 8.0, 1);
glMatrixMode(GL_MODELVIEW);
__glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_DOUBLE, 0, pRootObject->pTexVerts);
__glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_DOUBLE, 0, pRootObject->pTexVerts);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT);
__glFogCoordPointerEXT(GL_DOUBLE, 0, pRootObject->fogCoordinates);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_DOUBLE, 0, pRootObject->pVerts);
glDrawElements(GL_TRIANGLES, TerrainObject->numOfFaces * 3,
GL_UNSIGNED_INT, TerrainObject->pIndices);
So, I originally got a requirement to make a heat-map and show it over the output canvas. I succeeded by simply changing the texture being bound @ glBindTexture(GL_TEXTURE_2D, m_nID-1);. Now I got a ticket for a mode where we allow the user to display multiple such 3D canvasses (all connecting to form a cuboid). The image I wish to display has to cover all the different canvasses (which have contours hence changing Z value). Any ideas outside my breaking the image into parts and settings those appropriately?
Sorry for the wall of text. Any help would be appreciated.
Thanks