I have the following code...
cobbled together from various examples in these forums (so thanks to the people who posted them)
How would I draw the Polygon with more than 4 sides as I don't understand what I would o with the gltexcoord2f statements.
Thanks in advance
<edit> It's OK, I've got it. You can define as many glvertex2f commands but the gltexcoord2f will be associated with the next one... seemingly.
SetGraphicsDriver GLMax2DDriver() Graphics 800,600,0 Global w,h Global tex=LoadTexture("max.png") glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR glTexParameteri GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR glLoadIdentity glEnable GL_TEXTURE_2D While Not KeyHit(KEY_ESCAPE) mx=MouseX() ; my=MouseY() Cls glLoadIdentity glBindTexture GL_TEXTURE_2D,tex ' quad glBegin GL_POLYGON glTexCoord2f 0.0, 0.0 ; glVertex2f mx , my glTexCoord2f 1.0, 0.0 ; glVertex2f mx+w , my glTexCoord2f 1.0, 1.0 ; glVertex2f mx+w , my+h glTexCoord2f 0.0, 1.0 ; glVertex2f mx , my+h glEnd FlushMem Flip Delay 10 Wend End Function LoadTexture(f$) Local pm:TPixmap=LoadPixmap(f$) w=pm.width ; h=pm.height Local texname=bglTexFromPixmap(pm) Return texname End Function
cobbled together from various examples in these forums (so thanks to the people who posted them)
How would I draw the Polygon with more than 4 sides as I don't understand what I would o with the gltexcoord2f statements.
Thanks in advance
<edit> It's OK, I've got it. You can define as many glvertex2f commands but the gltexcoord2f will be associated with the next one... seemingly.