Original Post
for (xIdx = 0; xIdx < 36; xIdx++) // x-direction
{
for (yIdx = 0; yIdx < 18; yIdx++) // y-direction
{
// calculate texture coordinates for current quad
texLeft = float(xIdx) / 35.0f; // left texture coordinate
texBottom = float(yIdx) / 18.0f; // bottom texture coordinate
texRight = float(xIdx+1) / 35.0f; // right texture coordinate
texTop = float(yIdx+1) / 18.0f; // top texture coordinate |
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Edited by - subnet_rx on January 3, 2002 2:21:42 AM