Thread: texquad
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Old 02-23-2005, 01:09 PM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
OpenGL texture dimensions must be a power of two, unless you use texture rectangles. To remove the fuzziness around the edges try the following:
Code:
tex.wrap(viz.WRAP_S,viz.CLAMP_TO_EDGE)
tex.wrap(viz.WRAP_T,viz.CLAMP_TO_EDGE)
If you don't want your texture to be scaled and you also don't want to resize it to a power of two then you can do the following:
Code:
tex = viz.add('images/stripes7.jpg',viz.TEX_RECT)
xform = viz.Transform()
xform.setScale(width,height)
quad2.texmat(xform)
Replace the variable width and height with the actual width and height of the image.
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