Gltexcoord2f controls what part of the texture you want to apply to the quad.
Glvertex2f gltexcoord2f rubber sheet.
Using lwjgl and slick util i ve been trying to use certain pieces of a spritesheet as textures.
Stretching would be the texture mapping process.
In rubber banding the user draws for example a line segment interactively.
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The teapots do not move or change in any way except when the window is resized.
It achieves an ideal balance to create an all purpose weather resistant rubber.
The application consists of a single opengl window that shows an array of teapots and that lets the user draw a rubber band on top by clicking and dragging the mouse.
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Get a second piece of transparent paper and try to align them so.
The xor operation can also be used for rubber banding and to move the cursor around the screen.
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Suppose one end point is xed and that the user uses the mouse to interactively move the other end point.
We also die cut apply to sheet.
The implementation relies on a framebuffer object to store the teapot scene.
There is no problem at all but i have to select some region of the grabbed frame then i have to zoom it first of all i can t draw a rubber rectangle it must be transparent when i select the some region of grabbed frame i have to see textured frame transparently could you gimme some.
So obviously if you increase the size of your quad but don t increase the part of the texture you apply to it it will become stretched.
To map coordinates to individual vertices and the coordinates it takes in are normalized between 1 and 0 so i ve been using this code to make the coordinates only use a small piece of the full texture.
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Gl glvertex2f 0 0f destpoint x 0 0f destpoint y.
Glvertex2f controls where you want to render your quad to the screen.