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  i lied (partial offscreen quads)  (Read 888 times)
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Offline bedelf

Junior Member




Are you suggesting coconuts migrate?


« Posted 2003-05-31 15:09:21 »

I don't think I made it 2 days without asking a question. Smiley

Anyways, whats the deal with drawing vertices that start off the screen? I'm drawing my tiles and it's all working pretty good but the ones on the sides don't show up when I'm scrolling. Is there an easy way of dealing with this? I poked around on google but I wasn't having much luck.
Offline elias

Senior Member





« Reply #1 - Posted 2003-05-31 21:33:36 »

If you draw geometric primitives like triangles or quads, OpenGL will clip them correctly to the viewport. So your problem must be somewhere else.

- elias

Offline bedelf

Junior Member




Are you suggesting coconuts migrate?


« Reply #2 - Posted 2003-05-31 23:41:52 »

Mabey I should stop coding when I'm falling alseep? Wink (i just got up) I thought I had read that somewhere, so it just fit with my expectations. Not the first time thats happened.
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Offline cfmdobbie

Senior Member




Who, me?


« Reply #3 - Posted 2003-06-01 11:16:36 »

Quote
I thought I had read that somewhere, so it just fit with my expectations.


Well, when working with glBitmap you can get a whole graphic clipped because the raster position you were using to anchor it was clipped - maybe you'd heard about that?

But no, standard OpenGL primitives with clipped vertices should render properly, as the man said.

Are you missing tiles from just two edges of the screen, or all four?

Hellomynameis Charlie Dobbie.
Offline bedelf

Junior Member




Are you suggesting coconuts migrate?


« Reply #4 - Posted 2003-06-01 11:49:10 »

Oh I suppose I should have edited, I fixed it pretty quickly. Really nasty bug in my scrolling code. Even though I was printing out all the variables I still wasn't catching it right off, so my mind went right to the wishful "not my fault folder". Wink

edit: part of the problem is i've doen scrolling code in the past a bunch for test programs, but this time I did something different and made the camera not constrained to the map bounds, caused problems Tongue
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