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Posted

Hi, 

 

I'm making use of the GL_QUAD_STRIP rendering option to render a custom shape. The OpenGL stuff I've read says to add two vertices at a time and the shape actually came out looking correct - but I can't figure out how to properly map the texture with the tesselators .tex(u,v) function. The most I've ever done with mapping the textures is putting them in a square with u,v looking like (0,0),(0,1)(1,1),(1,0). How do I replicate this when only adding two vertices at a time? 

Posted

Nevermind! Figured it out. Actually the texture wrapping was intuitive once I thought about it as actually "wrapping" my texture around the shape, and my shape had a mixed up sin/cos which made the texture messed up.

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