Hi, On Thursday 12 August 2004 10:57 pm, Ville Syrj�l� wrote: > Some OpenGL / D3D tutorial maybe. The OpenGL specification may have some > useful information too.
I'm going through the NeHe OpenGL tutorials now, pretty OK. They're at http://nehe.gamedev.net/default.asp, for other 3D newbie's information :) > This small example should draws a rectangle with the full texture mapped > on it. > > DFBVertex vertices[4] = { > { x, y, 0.0, 1.0, 0.0, 0.0 }, > { x+w-1, y, 0.0, 1.0, 1.0, 0.0 }, > { x+w-1, y+h-1, 0.0, 1.0, 1.0, 1.0 }, > { x, y+h-1, 0.0, 1.0, 0.0, 1.0 } > }; > > surf->TextureTriangles( surf, tex, vertices, NULL, 4, DTTF_FAN ); > > If you don't want to use DTTF_FAN for some reason you can draw it as two > triangles like so: > > int indices[6] = { 0, 2, 3, 0, 1, 2 }; > surf->TextureTriangles( surf, tex, vertices, indices, 6, DTTF_LIST ); Not sure what FAN vs. LIST is yet, but I'll come across it I guess. The tutorials mention that the texture dimensions have to be a power of 2. Does that mean I have to resort to splitting trickery in order to rotate my (worst case) 1280x768 texture 90 degrees? Cheers! Rob -- aibohphobia n. : fear of palindromes
