I have drawn a textured trapezoid, however the result does not appear as I had intended.
Instead of appearing as a single unbroken quadrilateral, a discontinuity occurs at the diagonal line where its two comprising triangles meet.
This illustration demonstrates the issue:
(Note: the last image is not intended to be a 100% faithful representation, but it should get the point across.)
The trapezoid is being drawn using GL_TRIANGLE_STRIP
in OpenGL ES 2.0 (on an iPhone). It's being drawn completely facing the screen, and is not being tilted (i.e. that's not a 3D sketch you're seeing!)
I have come to understand that I need to perform "perspective correction," presumably in my vertex and/or fragment shaders, but I am unclear how to do this.
My code includes some simple Model/View/Projection matrix math, but none of it currently influences my texture coordinate values. Update: The previous statement is incorrect, according to comment by user infact.
Furthermore, I have found this tidbit in the ES 2.0 spec, but do not understand what it means:
The PERSPECTIVE CORRECTION HINT is not supported because OpenGL ES 2.0 requires that all attributes be perspectively interpolated.
How can I make the texture draw correctly?
Edit: Added code below:
// Vertex shader
attribute vec4 position;
attribute vec2 textureCoordinate;
varying vec2 texCoord;
uniform mat4 modelViewProjectionMatrix;
void main()
{
gl_Position = modelViewProjectionMatrix * position;
texCoord = textureCoordinate;
}
// Fragment shader
uniform sampler2D texture;
varying mediump vec2 texCoord;
void main()
{
gl_FragColor = texture2D(texture, texCoord);
}
// Update and Drawing code (uses GLKit helpers from iOS)
- (void)update
{
float fov = GLKMathDegreesToRadians(65.0f);
float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height);
projectionMatrix = GLKMatrix4MakePerspective(fov, aspect, 0.1f, 50.0f);
viewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); // zoom out
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaders[SHADER_DEFAULT]);
GLKMatrix4 modelMatrix = GLKMatrix4MakeScale(0.795, 0.795, 0.795); // arbitrary scale
GLKMatrix4 modelViewMatrix = GLKMatrix4Multiply(viewMatrix, modelMatrix);
GLKMatrix4 modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, GL_FALSE, modelViewProjectionMatrix.m);
glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_WALLS]);
glUniform1i(uniforms[UNIFORM_TEXTURE], 0);
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, wall.vertexArray);
glVertexAttribPointer(ATTRIB_TEXTURE_COORDINATE, 2, GL_FLOAT, GL_FALSE, 0, wall.texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, wall.vertexCount);
}