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- $\begingroup$ The only thing I can think of is doing the perspective projection on the CPU, and using an ortho matrix... Does that work? $\endgroup$user2500– user25002016-02-03 14:07:19 +00:00Commented Feb 3, 2016 at 14:07
- 5$\begingroup$ why not use glsl? You are going to need to learn to program a shader eventually why not now. $\endgroup$ratchet freak– ratchet freak2016-02-03 14:54:31 +00:00Commented Feb 3, 2016 at 14:54
- 5$\begingroup$ It should be possible to do this using projective texture mapping, which can be done in fixed-function by providing 4-dimensional texcoords. I'd have to sit down and do the math to work out the details though. $\endgroup$Nathan Reed– Nathan Reed2016-02-03 16:48:34 +00:00Commented Feb 3, 2016 at 16:48
- 1$\begingroup$ Nathan's right - you can undo perspective projection with a 4th coordinate (I too would have to work out the math); look into texture coordinate generation. I have vague memories that on (very) old hardware precision can crop up as an issue (I think implementing stipple this way was error prone - I never had to do it personally) - so if old hardware is why you're not able to use shaders, you may bump into some oddities at the pixel level. But it is a better approach, especially if you have alot of geometry or if you are using vertex buffers. $\endgroup$user2500– user25002016-02-07 12:54:25 +00:00Commented Feb 7, 2016 at 12:54
- 1$\begingroup$ If you figured it out yourself, you might want to answer you own question then. $\endgroup$Christian Rau– Christian Rau2017-10-01 16:16:01 +00:00Commented Oct 1, 2017 at 16:16
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