make sure Q has a good value before drawing a sample

This commit is contained in:
Brian Paul 2004-06-28 15:16:28 +00:00
parent c2bffec91a
commit 625a339a8a

View file

@ -315,10 +315,6 @@ static void drawSample( int x, int y, int w, int h,
glEnd();
break;
case 1:
/* why doesn't this case work with software mesa? The S/T tex coords
should turn out as 0 and 1 if dot product of vertex coordinates with
ObjPlaneS3/T3 is calculated, and Q coord should be default value (1.0), no?
Submitting one dummy tex coordinate fixes this? */
glTranslatef( -0.8, -0.8, 0.0 );
glScalef( 1.6, 1.6, 1.0 );
glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
@ -333,8 +329,11 @@ static void drawSample( int x, int y, int w, int h,
glEnable( GL_TEXTURE_GEN_S );
glEnable( GL_TEXTURE_GEN_T );
/* Issue a texcoord here to be sure Q isn't left over from a
* previous sample.
*/
glTexCoord1f( 0.0 );
glBegin( GL_QUADS );
/* glTexCoord1f( 0.0 );*/
glVertex2f( 0.0, 0.0 );
glVertex2f( 1.0, 0.0 );
glVertex2f( 1.0, 1.0 );
@ -407,6 +406,7 @@ static void drawSample( int x, int y, int w, int h,
glEnable( GL_TEXTURE_GEN_T );
glEnable( GL_TEXTURE_GEN_R );
glTexCoord1f( 0.0 ); /* to make sure Q is 1.0 */
glBegin( GL_QUADS );
glVertex3f( 0.0, 0.0, 0.5 );
glVertex3f( 1.0, 0.0, 0.5 );