Things I've learned this week, after nearly throwing my computer out the window:
1. The currently set glColor() affects texturemapping. Set glColor(1.0f, 1.0f, 1.0f); if you want your textures to be colored correctly.
2. Enabling texturing with glEnable(Gl.GL_TEXTURE_2D) will also 'texturemap' lines you draw (in my case, they all went black and white). After rendering the texturemapped object, disable texturing.
3. gluScaleImage() is a strange function. It generally just messes with your textures (or at least it does when you don't know how it works...) I use a home-made nearest neighbour algorithm instead, for scaling down my RGB raw textures to a 1024x1024-size.
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1 comment:
My Buddha! I really don't get any of that sh*t!
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