I have mapped 2D textures on a quad....The problem is mapped texture is not looking in the right aspect ratio...It looks like a blurred image....... for example.... My texture file is a BMP file of size 128*128 ////////for loading the texture AUX_RGBImageRec *TexImg[5]; string file[1]; file[0] = "texture//test.bmp"; / memset(TexImg,0,sizeof(Tex Img)); glGenTextures(1, texmap); TexImg[0]= auxDIBImageLoadA((LPCSTR)f ile[i].c_s tr ()); glBindTexture(GL_TEXTURE_2 D, texmap[0]); glTexImage2D(GL_TEXTURE_2D , 0, 3, TexImg[i]->sizeX, TexImg[i]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TexImg[i]->data); glTexParameteri(GL_TEXTURE _2D,GL_TEX TURE_MAG_F ILTER,GL_L INEAR); glTexParameteri(GL_TEXTURE _2D,GL_TEX TURE_MIN_F ILTER,GL_L INEAR); /*glTexParameteri(GL_TEXTU RE_2D,GL_T EXTURE_MAG _FILTER,GL _NEAREST); glTexParameteri(GL_TEXTURE _2D,GL_TEX TURE_MIN_F ILTER,GL_N EAREST);*/ free(TexImg[0]->data); free(TexImg[0]); } //*-------- End: Load Texture -------------- glEnable(GL_TEXTURE_2D); glClearColor(0.0, 0.0, 0.0, 0.0); glTexEnvf(GL_TEXTURE_ENV,G L_TEXTURE_ ENV_MODE,G L_MODULATE ); //glTexEnvf(GL_TEXTURE_ENV ,GL_BLEND, GL_MODULAT E); /* In the display function I have like this..... glBindTexture(GL_TEXTURE_2 D, texmap[0]); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f( 6.5, -7.52, -3); // V0 (0,0,0) glTexCoord2f(1.0f, 0.0f); glVertex3f( -6.5, -7.52, -3); // V1 (1,0,0) glTexCoord2f(1.0f, 1.0f); glVertex3f( -6.5, -7.52, -3); // V2 (1,1,0) glTexCoord2f(0.0f, 1.0f); glVertex3f( 6.5, -7.52, -3); // V3 (0,1,0) glEnd(); Do I have to map the texture on a quad as small tiles......so that my texture mapping on a quad looks perfect....? Any better solution.....
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Zone:
Programming
Question Asked By:
jsbsudha
Question Asked On:
05.05.2008
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1
Points:
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