No, that doesn't make a difference. I don't think that most modern
OpenGL implementations would benefit performance-wise from affine
texture-mapping, since it's all in hardware.
Using glTexGen with GL_EYE_LINEAR should probably use linear
texture-mapping i guess. I cannot use that, however, since I'm using a
vertex shader and can't use the TexGen stuff that way. But it should be
possible somehow.. Maybe by manipulating the projection and/or texture
matrix?
jonas
On Mar 30, 2005, at 12:16 PM, Dario Accornero wrote:
On 30 Mar 2005, at 10:38, jonas echterhoff wrote:
I'm looking for a way to get OpenGL to draw a texture with
linear/affine mapping and not perspective correct. The reason is that
i want to render a reflection of a part of my scene. This reflection
is rendered to a texture, so it is already perspective correct. If I
render this reflection texture using perspective-correct texture
mapping it will end up looking distorted.
Assuming this is fixed-function, I'm not sure there's a way to *force*
affine mapping, but... have you tried
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST) right after
glBindTexture? GL_FASTEST should in theory give you affine mapping,
whereas GL_NICEST should always give you perspective mapping, but as
you can see it's just a glHint, not a requirement...
HTH,
Dario
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