Hello

On Friday 20 February 2004 17:16, you wrote:
> Hunt mentioned that this was
> not the result I wanted because the renderer has devided the quad into 2
> triangles then applied the texture to each one..so how can I get it right ?

The easy way: Use more triangles. (or an different texture) Quads will always
be decomposted to triangles and texture will always be generated using 3
texturecoordinates. With 3 coordiantes you can't define such a scaling. 3
coordinates only define a plane. (Even 3D-modellers make the same error
sometimes)

If the graphiccard nativly could cope with quads it would be easy. But openGL
doesn't require the cards to do so.

cu

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