c++ - fixing glCopyTexSubImage2D upside down textures -


Since I started learning about a texture rendering, I understood that the glCopyTexSubImage2D () screen reversed me Tried some simple things that came to mind to stop / work on this thing but did not find a beautiful solution.

  • There are two problems in one: glScalef (1.0f, -1.0f, 1.0f) before presenting the texture on the screen: 1, every time I create texture I am using. 2, I'm mostly working with 2D graphics and have stopped backfishing for GL_BACKsides. I think as much as possible that I would like to switch on and off.

  • Tried to change the matrix mode to GL_ TEXTURE and: Changes to glScalef (1.0f, -1.0f, 1.0f), but the results were the same. (I'm estimating texture matrix only has an effect on glTexCoord calls?)

So, how do I make up-down directions of textures captured with glCopyTexSubImage2D Can i fix

Are you going to use textured images? In fact, by trying to render them inverted, it can usually get more work than transferring that code elsewhere.

If you are trying to use the image without exporting it, then wherever you are using using textures coordinates, the result will be the most efficient way.

If you are trying to export it, then you want to flip yourself after rendering.

On a related note, if you are making 2D games, then why is the backfish blackness running?


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