hi a newbee question
i created a plane
X_DRAWOBJ 1, 0
X_OBJSTART 2
X_OBJADDVERTEX 170, 90, -1, 1, 1, RGB(255,255,255)
X_OBJADDVERTEX 470, 90, -1, 0, 1, RGB(255,255,255)
X_OBJADDVERTEX 170, 390, -1, 1, 0, RGB(255,255,255)
X_OBJADDVERTEX 470, 390, -1, 0, 0, RGB(255,255,255)
X_OBJEND
X_SETTEXTURE 0, -1
X_DRAWOBJ 2, 0
for some resont the texture dosent cover the hole plane?
the plane is 300x300
and the texture is 300x300
why is that or do i have a problem?
10x
im adding a picture
Hi and welcome
I guess your texture size is wrong. You need the power of 2. :P Try 128*128 or 256*256 and so on... :)
Cheers
Some graphiccards have problems with taxtures without a pow^2!
simply resize it to 256x256 and look if it works...
Coordinates for the texture might be reversed.
Yours are in this pattern of vertice ordering:
43
21
I try to use this structure if possible for proper +z camera orientation..
12
34
so the upper left or closest to 0,0 should be the first vertice then to the right 0,1
the lower left 0,1 and lower right 1,1
This should put it in the correct orientation assuming looking forward at the 0,0,0 3d coordinate from the +z direction.
And definetly use opengl standards with sizes, requires power of 2 texture sizes.
On platforms that can't do randomly sized textures, GLBasic is supposed to fix that automaticly to power-of-two sizes.