Texture perspective correction
I am using orthographic progection in my program (by using glOrtho) and try to set texture filter in GL_LINEAR and set texture perspective correction by using glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST).
But it doesn't work! When my triangles are near Near Plane texture looks not correct, but when they are far from Near Plane they are correct.
When I use perspective projection by using glFrustum all works fine.
What can I do? Please help.
Yours, Mad Max.
Re: Texture perspective correction
When you use glOrtho, you don't need perspective correction because there is no perspective to correct for, so I'm a little confused about what you mean? Do you mean that there is some kind of other distortion when you use glOrtho?