Results 1 to 3 of 3

Thread: Texture mapping

  1. #1
    Junior Member Newbie
    Join Date
    Apr 2002
    Location
    Perth
    Posts
    6

    Texture mapping

    My program draws a 3D tennis court. I use a quad for the court. I texture map a 128 * 128 texture map onto the quad. The problem is the 1 pixel wide court lines become too wide on my quad.

    What is the best solution?

    Should I just use the textue map for the tarmac then draw the court lines on. If so how do I do this with depth buffering enabled?

    I have the red book if someone can direct me to the relevant section.

    Thanks

    Julian

  2. #2
    Senior Member Regular Contributor
    Join Date
    Oct 2001
    Location
    Princeton, NJ
    Posts
    380

    Re: Texture mapping

    you could just use
    glBegin(GL_LINES)
    ...
    glEnd()
    I would just disable depth writes for both the court and lines, since nothing would logically be drawn under them, that will solve depth buffer ?s

  3. #3
    Senior Member Regular Contributor
    Join Date
    Dec 2002
    Location
    Earth
    Posts
    154

    Re: Texture mapping

    Use a bigger texture map.

Similar Threads

  1. Texture mapping ::: 3D Face Mapping
    By 3render3 in forum OpenGL: General
    Replies: 2
    Last Post: 03-24-2013, 06:49 PM
  2. projective texture mapping and shadow mapping
    By phoenix_gl in forum OpenGL: Advanced Coding
    Replies: 1
    Last Post: 10-08-2012, 08:00 PM
  3. Replies: 0
    Last Post: 01-09-2005, 05:53 PM
  4. Replies: 1
    Last Post: 01-09-2005, 05:50 PM
  5. Texture Mapping / Environmental Mapping.
    By imported_Andrew in forum OpenGL: Basic Coding
    Replies: 1
    Last Post: 12-09-2000, 01:20 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Proudly hosted by Digital Ocean