Path: utzoo!utgpu!news-server.csri.toronto.edu!orasis.vis.toronto.edu!culhane Newsgroups: comp.sys.sgi From: culhane@vis.toronto.edu (Sean Culhane) Subject: Help needed with texture mapping images ... Message-ID: <91May3.173736edt.8286@orasis.vis.toronto.edu> Organization: Department of Computer Science, University of Toronto Date: 3 May 91 21:37:56 GMT Lines: 76 Hello, all. A *BIG* thanks to all those who replied to my previous posting about transforming images. I seems that the overwhelming majority would use texture mapping to do the job (given that one has a VGX). Now, I am faced with another problem, and have banged my head for just several hours and I am very dizzy. Here's my situation: I have an image (in the format that lrectwrite expects), and I do a texdef2d( 1, 2, ImageSize, ImageSize, Image, 5, texprops); texbind(TX_TEXTURE_0, 1); The result is that I only get ONE CORNER of a 256x256 image mapped onto the polygon. So I look to the manual, and I read that the TX_TILE texture property will support mapping of high-resolution images with multiple rendering passes. So, I've set up the following: float texprops1[] = {TX_MINFILTER, TX_BILINEAR, TX_MAGFILTER, TX_BILINEAR, TX_TILE, 0.0, 0.0, 0.5, 0.5, TX_NULL}; float texprops2[] = {TX_MINFILTER, TX_BILINEAR, TX_MAGFILTER, TX_BILINEAR, TX_TILE, 0.5, 0.0, 1., 0.5, TX_NULL}; float texprops3[] = {TX_MINFILTER, TX_BILINEAR, TX_MAGFILTER, TX_BILINEAR, TX_TILE, 0.0, 0.5, 0.5, 1., TX_NULL}; float texprops4[] = {TX_MINFILTER, TX_BILINEAR, TX_MAGFILTER, TX_BILINEAR, TX_TILE, 0.5, 0.5, 1., 1., TX_NULL}; and the four texture definitions: texdef2d( 1, 2, ImageSize, ImageSize, Image, 10, texprops1); texdef2d( 2, 2, ImageSize, ImageSize, Image, 10, texprops2); texdef2d( 3, 2, ImageSize, ImageSize, Image, 10, texprops3); texdef2d( 4, 2, ImageSize, ImageSize, Image, 10, texprops4); and I draw the polygon like so: for( i=1; i<=4; i++ ) { texbind(TX_TEXTURE_0, i); bgnpolygon(); t2f(t0); v3f(v0); t2f(t1); v3f(v1); t2f(t2); v3f(v2); t2f(t3); v3f(v3); endpolygon(); } /* for */ I am obviously mis-interpreting something here, since making these changes causes the texture to be BLACK! (or non-existant ... who's to say). Once again, and and all help/comments are greatly appreciated. Sean. -- Sean Culhane, Computer Vision Lab, |"I know not with what weapons World War Dept. of Computer Science, | III will be fought, but World War IV University of Toronto | will be fought with sticks and stones." culhane@{vis|ai|cs}.toronto.edu | -- Albert Einstein