Post by Darkjester on Apr 25, 2010 14:05:57 GMT -5
I have the following program tell me what happens when you run it, im pretty sure its not my hardware.. i get what looks like ghosting -darkjester
dim tex = loadtex("Textures/00005.jpg")
dim tex2 = loadtex("Textures/00007.jpg")
dim sv(1)(1) as single
dim i
sv(0)(0) = 1
sv(0)(1) = 1
sv(1)(0) = 1
sv(1)(1) = -1
glEnable(GL_TEXTURE_2D)
textmode(text_overlaid)
while true
glClear(GL_COLOR_BUFFER_BIT OR GL_DEPTH_BUFFER_BIT OR GL_STENCIL_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0,0,-12)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_BLEND)
if sv(0)(0) < 1 then
glColorMask(1,1,1,1)
elseif sv(0)(0) > 1 then
glColorMask(0,0,1,1)
endif
glBindtexture(GL_TEXTURE_2D, tex)
glBegin(GL_QUADS)
glTexcoord2f(0,1)
glVertex2f(-1, 1)
glTexcoord2f(1,1)
glVertex2f(sv(0)(0), sv(0)(1))
glTexcoord2f(1,0)
glVertex2f(sv(1)(0), sv(1)(1))
glTexcoord2f(0,0)
glVertex2f(-1,-1)
glEnd()
glBindtexture(GL_TEXTURE_2D, tex2)
glBegin(GL_QUADS)
glTexcoord2f(0,1)
glVertex2f(sv(0)(0), sv(0)(1))
glTexcoord2f(1,1)
glVertex2f( 3, 1)
glTexcoord2f(1,0)
glVertex2f( 3, -1)
glTexcoord2f(0,0)
glVertex2f(sv(1)(0), sv(1)(1))
glEnd()
sv(0)(0) = sv(0)(0) + 0.01
sv(1)(0) = sv(1)(0) + 0.01
sv(0)(1) = sv(0)(1) + 0.01
sv(1)(1) = sv(1)(1) + 0.01
locate 0, 2
print sv(0)(0)
drawtext()
swapbuffers()
wend