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Mail Archives: djgpp/1998/04/27/05:18:59

From: killferfun AT aol DOT com (KillFerFun)
Newsgroups: comp.os.msdos.djgpp
Subject: Allegro Texture Mapping
Lines: 31
Message-ID: <1998042700340800.UAA14329@ladder03.news.aol.com>
NNTP-Posting-Host: ladder03.news.aol.com
Date: 27 Apr 1998 00:34:08 GMT
Organization: AOL http://www.aol.com
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

I'm just beginning to mess with Allegro 3d routines and am quite oblivious to
most 3d material.
I've taken the example source ex25.c and modified it.
I've given the array u and v values of zero, and loaded a 32x32 bitmap, changed
POLYTYPE_FLAT to POLYTYPE_ATEX, gotten rid of the c value, and changed NULL to
the bitmap name, and according to the documentation, this would map the bitmap
onto the squares.

Instead, it takes the first pixel (upper left) of the bitmap and colors the
squares accordingly, instead of mapping the entire bitmap onto each square.

Can someone tell me what I'm missing? Is this too vauge? Here's the parts of
code I've changed...

for(c=0;c<4;c++) {
     v[c].u=1;
     v[c].v=1;
   }   
/* v[0].c = ((x + z) & 1) ? 2 : 3;*/

quad3d_f(bmp, POLYTYPE_ATEX, textr, &v[0], &v[1], &v[2], &v[3]);

(textr is the name of a 32x32 bitmap)

Anything is appreciated greatly...
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The very first essential for success is a perpetually constant
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KillFerFun AT aol DOT com  ==>  http://members.aol.com/killferfun/perdition.htm

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