Jeff Slutter wrote:
>
> > If I understood correctly, you are using OpenGL as a "2D painting
> > engine" feeding it polygons which you have already translated to
> > screen coordinates.
>
> That is correct.
>
> > In this case you have to use the more complex TexCoord4 interface.
> > (Or possibly use Vertex4 interface for w information)
>
> I realized this shortly after my previous email. Is it possible to get away
> without using the TexCoord4 interface and use the Vertex4 interface?
>
I have never tried this myself, but look at:
http://www.berkelium.com/OpenGL/examples/
(especially rasonly2.c)
Eero
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