Hi, Sorry that I am still not understand it clearly, let’s begin with follow example:
If I have a vertex array as bellow: GLint vert[4 * 3] = { -1, 1, 0, -1, -1, 0, 1, 1, 0, 1, -1, 0 }; And a rectangle will be drawn by: glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FIXED, 0, vert); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); And if I want to bind a texture to this object without rotation, so how to decide the coordinator of the texture ? Thanks, Song From: interest-bounces+song.7.liu=nokia....@qt-project.org [mailto:interest-bounces+song.7.liu=nokia....@qt-project.org] On Behalf Of ext Till Oliver Knoll Sent: Saturday, December 29, 2012 10:09 PM To: Qt Project Subject: Re: [Interest] About the coordinator between the texture and vertex in opengl Am 29.12.2012 um 12:52 schrieb <song.7....@nokia.com<mailto:song.7....@nokia.com>>: ... The problem is about binding a texture to an object, but i am quite not understanding how is the texture coordinator decided according to the vertex coordinator ? Your question is indeed a little bit off-topic, but your assumption about OpenGL experts here on this list is probably true (disclaimer: it's been quite some while I did some OpenGL code, and that was back when OpenGL 1.4 was current, so "expert" doesn't necessarily include me ;)). If you haven't done already study this example: http://doc.qt.digia.com/qt/opengl-textures.html specifically http://doc.qt.digia.com/qt/opengl-textures-glwidget-cpp.html In GLWidget::makeObject you'll see how for every vertex (world coordinates are usually denoted as X, Y, Z) a corresponding texture coordinate (usually denoted U, V) is specified. That data is then passed on to OpenGL as array with glTexCoordPointer (the "non-OpenGL ES 2 code path") or as array attribute to the GL shader program. Cheers, Oliver
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