Original Post
My texture filter parameters don't seem to be having an effect. I copied and pasted my code from another demo program I made into this one so I could expand on it and now it seems to be broken... I have an alphamap (nevermind it's purpose) and I want the values to be interpolated as it is stretched. Each alpha value is either 255 or 0 and the rgb values are all 0. Unfortunately they are sort of blended, but then it just cuts off and goes to 0 for no reason I can find. Here's how I generate the texture:
glActiveTextureARB(GL_TEXTURE1_ARB); glGenTextures(1,&texture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glBindTexture(GL_TEXTURE_2D,texture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); gluBuild2DMipmaps(GL_TEXTURE_2D,4,LANDSCAPE_SIZE,LANDSCAPE_SIZE,GL_ALPHA,GL_UNSIGNED_BYTE,alphamap);It is stored in the second texture unit for multitexturing purposes. LANDSCAPE_SIZE is a constant set to 128 and alphamap is a pointer to GLubytes that contain the alpha values I want. I can't find anything wrong with this, and it's even more confusing since it works in the demo program just fine. [edited by - Raloth on August 30, 2003 12:13:37 AM]