Hi @ll!
I always thought about how to do this with Triangle Strips, but I have no idea:
glBegin(GL_TRIANGLES);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f); glVertex3f(0.0f, -0.5f, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.0f, -0.5f, -0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(0.0f, 0.5, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.0f, -0.5f, -0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); glVertex3f(0.0f, 0.5f, -0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(0.0f, 0.5, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f); glVertex3f(-0.5f, 0.0f, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.5f, 0.0f, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(-0.5f, 0.0, -0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f); glVertex3f(0.5f, 0.0f, 0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); glVertex3f(0.5f, 0.0f, -0.5f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f); glVertex3f(-0.5f, 0.0, -0.5f);
glEnd();
Can anyone explain to me how the Triangle Strips work? And can they be used for every geometry or only in special cases?
Diapolo