#162088 - Vloz - Mon Aug 25, 2008 12:22 pm
EDIT:
The 64*64 version of glTexImage2D in my loading texture function was just wrong, shame on me!
Sorry for disrupting! :$
The 64*64 version of glTexImage2D in my loading texture function was just wrong, shame on me!
Sorry for disrupting! :$
Quote: | ||||
Hey every one,
i am trying to optimize a level loader with converting the floating UV of face to t16... So I dit that for a 128*128 texture:
And everything worked fine! \o/ But i tried the same code with a 64*64 texture... And i got a really strange display... I tried to change the code to this
But this didn't work, and i keep this strange display of my texture... There is an overview of what i am getting: [Images not permitted - Click here to view it] So any one have an idea of how to convert floating coordinate of a 64*64 texture to t16? :? Thank for reading and sorry for my bad english! =) EDIT: I use glTexCoord2t16(New_TextureCoord.x,New_TextureCoord.y); to load the texture UV before drawing. |