Mail Archives: djgpp/1998/04/27/05:18:59
From: | killferfun AT aol DOT com (KillFerFun)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Allegro Texture Mapping
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Lines: | 31
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Message-ID: | <1998042700340800.UAA14329@ladder03.news.aol.com>
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NNTP-Posting-Host: | ladder03.news.aol.com
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Date: | 27 Apr 1998 00:34:08 GMT
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Organization: | AOL http://www.aol.com
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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I'm just beginning to mess with Allegro 3d routines and am quite oblivious to
most 3d material.
I've taken the example source ex25.c and modified it.
I've given the array u and v values of zero, and loaded a 32x32 bitmap, changed
POLYTYPE_FLAT to POLYTYPE_ATEX, gotten rid of the c value, and changed NULL to
the bitmap name, and according to the documentation, this would map the bitmap
onto the squares.
Instead, it takes the first pixel (upper left) of the bitmap and colors the
squares accordingly, instead of mapping the entire bitmap onto each square.
Can someone tell me what I'm missing? Is this too vauge? Here's the parts of
code I've changed...
for(c=0;c<4;c++) {
v[c].u=1;
v[c].v=1;
}
/* v[0].c = ((x + z) & 1) ? 2 : 3;*/
quad3d_f(bmp, POLYTYPE_ATEX, textr, &v[0], &v[1], &v[2], &v[3]);
(textr is the name of a 32x32 bitmap)
Anything is appreciated greatly...
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