I got the link from your tutorial, and those are the nicest skies I've seen
yet. I still haven't figured out your DOF files yet. If there's more than one
INDI chunk, I usually have problems, but that's another thread in itself. Some
of my smaller experimental models work, but the only complex models that will
load are completely contained in one INDI chunk. All tutorials I've seen on
3-D file loading are in C++; OOP is something I don't know anything about yet,
so seeing little symbols like -> just confuse me, leaving me to reinvent the
wheel in the 3-D model loading department, or hunting endless for straight C
examples (haven't found any). Perhaps I ought to take up some basic C++? Is
it the quantum leap mentally that I imagine it is?
Shucks... The mip to bmp converter from your site really did the trick. I
didn't load the models really, just generated the sky box with a rotation
formula and mapped the bmp's to it. They are beautiful, that's for sure!
Thanks for posting the link :0)
Thanks for the tip.. I just tried this as suggested, and it looks the same
still :-( Perhaps slightly better at times maybe, but the seams are still
visible.. Jim Seamus said something about switching clamping on and off during
rendering, you know anything about that? I thought that was a DX thing, but
maybe that's just for rendering surfaces and I'm confusing the two.
Do you have a declaration # for GL_CLAMP_TO_EDGE? It's not in my header
file. (Converted to PowerBasic, so maybe everything's not there.) Don't look
too hard, I want to see if there's another way to fix this. My road textures
don't have this problem.
The quake style engine sounds awesome... I'm just trying to draw basic stuff
at this point! LOL
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm