I'm really not sure what could be causing this. My texture generation code is basically the same as GT's and I'm using the multitexturing GL extensions as well.
HmmMmm.
I'm really not sure what could be causing this. My texture generation code is basically the same as GT's and I'm using the multitexturing GL extensions as well.
HmmMmm.
Last edited by Silvercord; 05-14-2003 at 06:01 AM.
you might want to explain your exact problem a little better...I know I can't help you with this, but I can't even figure out what's wrong. You also might want to link that image off site..it's pretty big.
Edit: Actually, I just did it for you...you can delete the picture and hog 0catch's bandwidth now instead of cprogs
http://confuted.0catch.com/silvercordspic.html
Last edited by confuted; 05-13-2003 at 07:43 PM.
Away.
thanks black
Is that a sky texture or what?
Anyway, you're generating the texture. So, a good way to know whether the problem's in generating the texture or applying/rendering_stuff_with_it_on_top is to dump the texture you generated to some image file and view it.
I know I didn't say a lot of useful stuff, but then neither did you
Proper input results in proper feedback
yeah, umm, ok, I was hoping I would get feedback from someone who had actually done more than I did...anyway the problem has to do with the fact that these quake3 targa files are TGA_RLE which is a compression format...I converted all of the targas to bmps and that means that the problem either lies in:
1) converting from TGA_RLE to .bmp in photoshop (which i doubt is the problem)
or
2) (most likely the actual cause of the problem) i'm ignoring the alpha channel and always assuming 24 bit bitmaps.
Oh well, I'm closer than I was a while ago and I'll figure all of this out.
I'm reading up on the tga format right now from GT and I'm goign to write my own tga loader so this stuff workxs all of the time
Last edited by Silvercord; 05-16-2003 at 08:37 AM.
I know your exact problem, as i had it when i was first trying out multitexturing, your problem: you coloring the texture with glColor3f by accident. Its a wierd thing to, I dont know a solve to it, except to render it before hand, before you do other stuff.
no, its not, i already specififed the problem: its using a TGA_RLE compressed targa as a bitmap...none of the glcolor commands are anywhere in my code because nothing is rendered with solid color...just textures
hmm, have you tried using a different texture to replace the current one to determine if maybe some of the information is messed up in the targa?
...
writing a targa loader should fix it and make things happy...nada mas