![]() ![]() out = tex = (BYTE*)malloc(outwidth * outheight * 4) Ĭol2 = (int)((i + 0.75) * (text->width / (float)outwidth)) įor(i=0 iheight / (float)outheight)) * text->width Static int gtexnum = 1 for(outwidth=1 outwidthwidth outwidth 256)įor(outheight=1 outheightheight outheight 256) Void UpLoadTexture(Texture* text, BYTE* data, BYTE* pal) Im not sure whats wrong though I passed it to another pointer and still nothing. What I think the error is is with the pointer. I cannt beleve I missed thoses to many late nights I guess hehehee. I zeroed out tmp and took out the semicolon. ![]() Well apprently its not being passed to OGL all im seeing is a black cube. GlBindTexture(GL_TEXTURE_2D, mdl.extracttext) In the display funtion and NuclearMDL I added some code to get the texture number thats being used. GlTexCoord2f(1.0f, 1.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, -1.0f, -1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f(-1.0f, -1.0f, 1.0f) // Bottom Right Of The Texture and Quad Original effects (explosions, muzzleflashes, etc) Original view bobbing (+ WON style as bonus) C models (can be disabled) Fixed chrome textures using Lua and Paynamia s spheremap-to-cubemap conversions. GlTexCoord2f(0.0f, 0.0f) glVertex3f( 1.0f, -1.0f, 1.0f) // Bottom Left Of The Texture and Quad Made using the source code - that means 99 accuracy. GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 1.0f) glVertex3f( 1.0f, 1.0f, -1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f(-1.0f, 1.0f, -1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, 1.0f, -1.0f) // Top Left Of The Texture and Quad ![]() GlTexCoord2f(1.0f, 1.0f) glVertex3f(-1.0f, 1.0f, -1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f(-1.0f, -1.0f, -1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 1.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, -1.0f, 1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, -1.0f, 1.0f) // Bottom Left Of The Texture and Quad ![]()
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