If i load a 512x512 texture that is made up
of smaller 64x64 textures,
and i want to bind a smaller part of the
texture how do I do that?
Im aware that i could do somethning like,
x1 = (z%4)(double(64)/double(512));
x2 = x1+.125;
y1 = 1 - (z/4)(double(64)/double(512));
y2 = y1 - .125;
glBindTexture(GL_TEXTURE_2D, TMap[0]);
glBegin(GL_QUADS);
glTexCoord2f(x1, y1);
glVertex3f(-UNITXR, UNIT, 0.0f);
glTexCoord2f(x2, y1);
glVertex3f( UNITXR, UNIT, 0.0f);
glTexCoord2f(x2, y2);
glVertex3f( UNITXR,-UNIT, 0.0f);
glTexCoord2f(x1, y2);
glVertex3f(-UNITXR,-UNIT, 0.0f);
glEnd();
But thatwont work if i want them to bind and
repeat and I am having other
problems with this method.
A friend said that you could use a method to
actualy create and bind smaller
images from the larger one.
Anyone have any idea how to do this and some
psuedo code?