Hi
thanks for your reply, but with your code this is the result:
Have i done something wrong?
Thanks
Sesilla
Hi
thanks for your reply, but with your code this is the result:
Have i done something wrong?
Thanks
Sesilla
Ah my apolgies, it's been a long time since I worked in immediate GL mode. The way this would be done now is by using a projection sampler in a shader. However, I believe that immediate GL had a nice friendly trick that does some magic for you. Add the following somewhere in your initialization code, before you call GL_Begin() :
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
Hopefully my memory has not failed me and this should produce your desired result.
Last edited by phibermon; 06-03-2015 at 09:26 PM.
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
Bare in mind that GLHINT may not produce this same magic on all cards. The correct way is to use 4D texture coordinates so you can control this behaviour in the correct manner.
See this page :
https://home.xyzw.us/~cass/qcoord/
My guess is that some drivers will handle this and other will not so by controlling all four parameters of the texture coords you can guarantee desired behaviour on all cards.
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
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