Compiler: Code::Blocks
[Edit]Problem Fixed: See second thread
Hey everyone, and thanks in advance for any help you can give me. I'm working on a game using OpenGL for my graphics. In rendering, I have to set the S and T wrap coordinates via glTexParameteri(2d, wraps/t, GL_CLAMP_TO_EDGE) in order to render a skybox correctly. However almost directly after, I have to render a plane using the GL_REPEAT parameter. Here's the code:
Oh btw, PlayEnvironment is derived from Environment, it just contains a skybox and details to render it. The Play Environment also renders the table that I need.
Code:
void PlayEnvironment::draw()
{
Environment::draw(); //To environemnts draw first
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
std::cout << glGetError();
tableTex->Set();
tablePlane->drawGL();
}
Environment:
Code:
bool Environment::draw()
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPushMatrix();
glTranslatef(center[0], center[1], center[2]);
glRotatef(rotate, 0.0f, 1.0f, 0.0f);
for(int x = 0; x < 6; ++x)
{
planeTexs[x]->Set();
planes[x]->drawGL();
}
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
return true;
}
Now, I've noticed when I comment out the GL_CLAMP parameter call, it works fine on the table, however when it's in there it doesn't, and I do need the clamp to edge to call for the skybox.
Anyway, bottom line, does anyone know why the GL_REPEAT parameter call isn't working as intended (it is basically skipped over, and clamp to edge is applied to the table) ?