Now perhaps this means I can internally treat my texture/QC image input like a the Sprite does and use the texturematrix (glTexcoord, correct?) as the image extents. Looking into this, it seems 10.5 has a API for textureMatrix:

umm.. glTexCoord is for setting texture coordinates (U,V, or S,T in openGL parlance). Not for setting the texture matrix. (that's glMatrixMode(GL_TEXTURE); glMatrixStuff(GL_COOL_STUFF);)

so I should be able to do:

[myImage bindTextureRepresentationToCGLContext:cgl_ctx textureUnit:GL_TEXTURE0 normalizeCoordinates:YES];

glTexcoord4f([myImage textureMatrix]);

This will set exactly 1 texture point... and since it's glBlah4f (and not glBlahf4v), you're not giving it enough parameters (it expects 4). feeding it a matrix (which I'm guessing you have setup as 16 floats) will not be the right thing to do here :)

--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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