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Re: Texture mapping co-ordinates
- To: linuxgames@sunsite.dk
- Subject: Re: Texture mapping co-ordinates
- From: Katie Lucas <katie@fysh.org>
- Date: Fri, 31 Aug 2001 11:01:24 +0100 (BST)
- Delivered-To: mailing list linuxgames@sunsite.dk
- Delivery-Date: Fri, 31 Aug 2001 06:01:36 -0400
- In-Reply-To: <3B8F7E85.B3747481@airmail.net> from Steve Baker at "Aug 31, 200107:09:41 am"
- Mailing-List: contact linuxgames-help@sunsite.dk; run by ezmlm
- Reply-To: linuxgames@sunsite.dk
> Katie Lucas wrote:
> >
> > I've got a problem with texture coords for a plane - I've got the
> > vertex coords and the colours for the verticies and the texture coords
> > all stashed away in structures and selected into arrays. The textures
> > slide about on the surface of the plane as the camera rotates about
> > it.
> >
> > Now normally I'd say "clown, you've screwed up the coord generation",
> > but the thing works FINE in software Mesa rendering - on a VoodooII in
> > hardware: texture problem. This is the same exe, just picking between
> > the software/hardware by setting the environment variable.
>
> Without seeing the effect (or the source code), it's hard to diagnose this.
>
> Here are some possibilities:
>
> 1) You might be moving the eyepoint around using the projection
> matrix instead of the modelview matrix. Some OpenGL's don't
> like that.
>
> Here is a FAQ: http://web2.airmail.net/sjbaker1/projection_abuse.html
>
> 2) You might have very large texture coordinates - that can cause the
> texture to drift around. The Voodoo is especially sensitive to this
> due to poor (~14 bit) internal numerical precision. Software OpenGL
> is highly insensitive to it (because it's all done in 'float's).
This isn't the problem (which was a Mesa needing upgrading thing) but
it is something that I would have needed to know later on in the
project.. I'll have to bear that in mind.
>
> 4) Are you using the GL_TEXTURE matrix? Different implementations
> of OpenGL have different matrix stack lengths from others - with
> the Projection and Texture stacks sometimes being just one or two
> elements deep. Hence you might be overflowing the stack in one case
> and not in the other.
Only to set it to identity to make sure it is..
Messing with projecting those coords as well is too much like hard work...