> So - this instead? Vertex:
>
> uniform sampler2DRect texture;
>
> void main()
> {
> //Transform vertex by modelview and projection matrices
> gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
>
> //Forward current color and texture coordinates after applying texture
> matrix
> gl_FrontColor = gl_Color * texture2DRect(texture, gl_TexCoord[0].xy);
> gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
>
> }
>
> and this Fragment:
>
> void main()
> {
> gl_FragColor = gl_Color;
> }
>
> I'll try it out and let you know. Thanks again.
Almost: in the vertex shader, gl_TexCoord[0] needs to be set _before_ it's
used in the texture2DRect function -- otherwise, you'll have slightly wrong
texture coordinates. So just swap the last two lines of the vertex shader.
tried it on my old 10.5 machine, and the results appeared to be identical.
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