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added info on askers request
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Notabene
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The most easy thing to handle which came to my mind is just to draw fullscreen quad with your background texture. And move UVs in x (so move only U). And set UV border method to repeat.

edit: Texture coords are between 0-1. But that doesn't mean that you cannot specify any other values. UV border method says how will gpu handle value beyond 1 and under 0. You can set it to clamp, mirror, repeat. In opengl you can do it this way:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

nice article is here: http://www.flipcode.com/archives/Advanced_OpenGL_Texture_Mapping.shtml

The most easy thing to handle which came to my mind is just to draw fullscreen quad with your background texture. And move UVs in x (so move only U). And set UV border method to repeat.

The most easy thing to handle which came to my mind is just to draw fullscreen quad with your background texture. And move UVs in x (so move only U). And set UV border method to repeat.

edit: Texture coords are between 0-1. But that doesn't mean that you cannot specify any other values. UV border method says how will gpu handle value beyond 1 and under 0. You can set it to clamp, mirror, repeat. In opengl you can do it this way:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);

nice article is here: http://www.flipcode.com/archives/Advanced_OpenGL_Texture_Mapping.shtml

Source Link
Notabene
  • 6.1k
  • 1
  • 33
  • 40

The most easy thing to handle which came to my mind is just to draw fullscreen quad with your background texture. And move UVs in x (so move only U). And set UV border method to repeat.