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Well, I finally got it after messing around with the math for awhile I kinda understand it. If anyone wants the code here it is. double dcx = double(cx) / double(w); double dcy = double(cy) / double(h); double dcw = (double(cx)+double(cw)) / double(w); double dch = (double(cy)+double(ch)) / double(h); glBegin(GL_QUADS); glTexCoord2f(dcx, dcy); ...


0

I don't quite understand what your problem is, since you're not being very specific. But I'll try. Your code seems fine to me. glVertex2f() controls where you want to render your quad to the screen. glTexCoord2f() controls what part of the texture you want to apply to the quad. So obviously if you increase the size of your quad but don't increase the part ...


3

A mesh should consist of what it needs to consist of. Certain modelling operations are made significantly easier to implement, or provide better visual results, when the mesh is represented as quads. Your linked article does a decent job of provided a brief survey, and also touches on the edge-loop benefits which are useful even in simple modelling. ...



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