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 );
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 );
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 );