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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".