Hi all,
I’ve been learning about OpenGL recently. I am using an old implementation of 1.2 as I only have VB6 available to me to develop in. I know this isn’t the best solution but it’s all I have at the moment.
I have been following the NeHe tutorials and have gained a good grasp on the basics.
My application gives the user the ability to draw polygons by clicking on my canvas and to give these polygons a ‘height’ so they display as 3d objects. The user can navigate their 3d scene in a manner similar to google earth ie the camera can be tilted and rotated and zoomed in and out.
My problem is this. I am trying to give my app the ability to display a large photo, say up to 3000x3000 pixels as a ‘floor’ to the scene. This floor can be completely flat. It does need to be one large photo/bitmap, rather than a smaller grass texture/water texture etc. I can’t see any way of simply reading in the bitmap and and displaying it as a 3d surface. I came to the conclusion that the way to do this is to create multiple tile objects and to texture these tiles with textures created from tiles of the original photo.
I kind of have this working but the frame rate just drops through the floor, and I also can’t seem to get rid of a red cast which is over the whole photo.
Am I taking the correct approach here or is there a better way?
Thanks in advance
Mike