Original Post
Hello, please I need some help. After texture mapping some subSet mesh of polygons, I realised that the textures were shaded individually and thus made the image discontinuous ( see the textured image at http://profile.imageshack.us/user/oystersBug/ it is the image on the right ) So I tried to remove the shading by changing it to GL_FLAT and also remove the diffuse and specular components of the color, but the only affected out-put was the non-textured equivalent polygons ( coloured green and light green, middle and right images ). So the question then is I can I turn off the shading for texture and make it FLAT shaded only. No code that I put in seem to be able to do this. Extracted code below is where the texture mapping takes place XX
void polygon_plane::drawTexturePoly3 ( GLuint& phTexture, int normalDirFlag, int j_col, int _level, int _totalCam, point3D *PhotoPoly, vector3D *PhotoNor, int _subCamT, point3D* _texCoord ){
// color.ambient_diffuse_specular( 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.9, 0.9 );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, phTexture);
glEnable(GL_TEXTURE_2D);
glBegin( GL_QUADS );
for( int j=0; j < 4; j++ ){
if (j==0) glTexCoord2f( _texCoord[3].x, _texCoord[3].y );
if (j==1) glTexCoord2f( _texCoord[2].x, _texCoord[2].y );
if (j==2) glTexCoord2f( _texCoord[1].x, _texCoord[1].y );
if (j==3) glTexCoord2f( _texCoord[0].x, _texCoord[0].y );
glVertex3f( PhotoPoly[j].getX(), PhotoPoly[j].getY(), PhotoPoly[j].getZ() );
// glNormal3f( PhotoNor->getX(), PhotoNor->getY(), PhotoNor->getZ() );
}
glEnd( );
glFlush( );
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}