You want to take a look at texture w coordinate to undo the effects of
the perspective correction. You use the texture matrix together with
eye-space texgen to set it up.
For GooBall, we couldn't get their stuff to work, so we rolled our own
(the paper was still well worth the read). The matrix we used ended up
looking like this:
.5 0 0 .5
0 -.5 0 .5
0 0 .5 .5
0 0 0 1
If you're using a rectangle texture, you wat to multiply the two upper
rows with the texture dimensions.
On Mar 30, 2005, at 10:38 AM, 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.
Any advice appreciated.
jonas
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Nicholas Francis
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