Skip to main content
10 events
when toggle format what by license comment
Apr 25, 2012 at 2:10 history tweeted twitter.com/#!/StackGameDev/status/194971615002501120
Apr 25, 2012 at 0:01 vote accept dennmat
Apr 25, 2012 at 0:01 comment added House Ah, well I was just making my comment into an answer. I guess it's moot then. Glad you solved it!
Apr 25, 2012 at 0:00 answer added House timeline score: 2
Apr 24, 2012 at 23:58 history edited dennmat CC BY-SA 3.0
added 499 characters in body
Apr 24, 2012 at 23:57 comment added dennmat Turns out it was another issue all together, I thought this didn't make sense cause it was mapping it to the vertices so it should stretch regardless and infact it does work right I was assigning the wrong the width and height values to the drawing routines calculations. And now I feel really stupid, thanks for the help Byte56. Sorry for taking up your time. The GL_CLAMP solution would be the correct answer if I hadn't made a huge fail.
Apr 24, 2012 at 23:55 comment added House Try: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
Apr 24, 2012 at 23:49 comment added dennmat (x, y) of position in texture divided accordingly (x/width) (y/height) become x0 and y0. Then the same for with the width and height of that chunk added on become x1 and y1. Then GLfloat texture_coords[] = {x0, y0, x1, y0, x1, y1, x0, y1}; using glTexCoordPointer obviously.
Apr 24, 2012 at 23:42 comment added House How are you assigning the texture coordinates to the quad?
Apr 24, 2012 at 23:37 history asked dennmat CC BY-SA 3.0