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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