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Home/ Questions/Q 803357
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T23:44:51+00:00 2026-05-14T23:44:51+00:00

How exactly does one provide texture coordinates and bind a texture for a GLUTess

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How exactly does one provide texture coordinates and bind a texture for a GLUTess polygon?
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  1. Editorial Team
    Editorial Team
    2026-05-14T23:44:51+00:00Added an answer on May 14, 2026 at 11:44 pm

    I don’t know If I understend you correctly. Texturing is described well in redbook.
    They use GLUT in the book, so you should find the answer in the examples.

    In short: call glTexCoord2f(u,v) before call to glVertex (if you do not use VBO), where u,v are texture coordinates.

    HTH

    EDIT:
    Sorry, now I understand the question.

    I have never used tesselators, but maybe I can help 🙂

    Tesselators only find points where new vertices should be created. Standard glVertex is used to send them to the GPU.

    You can use your own function to draw vertex. If you register callback with

    gluTessCallback(tobj, GLU_TESS_VERTEX, (GLvoid (*) ()) &vertexCallback); 
    

    then your function is called every time new vertex is created. You can also use

    gluTessCallback(tobj, GLU_TESS_COMBINE, (GLvoid (*) ()) &combineCallback);
    

    to add some information to the vertex – like normals, colors, tex coordinates.

    See redbook – chapter11 example 11-2

    /*  a different portion of init() */
       gluTessCallback(tobj, GLU_TESS_VERTEX,
                       (GLvoid (*) ()) &vertexCallback);
       gluTessCallback(tobj, GLU_TESS_BEGIN,
                       (GLvoid (*) ()) &beginCallback);
       gluTessCallback(tobj, GLU_TESS_END,
                       (GLvoid (*) ()) &endCallback);
       gluTessCallback(tobj, GLU_TESS_ERROR,
                       (GLvoid (*) ()) &errorCallback);
       gluTessCallback(tobj, GLU_TESS_COMBINE,
                       (GLvoid (*) ()) &combineCallback);
    
    /*  new callback routines registered by these calls */
    void vertexCallback(GLvoid *vertex)
    {
       const GLdouble *pointer;
    
       pointer = (GLdouble *) vertex;
       glColor3dv(pointer+3);
       glVertex3dv(vertex);
    }
    
    void combineCallback(GLdouble coords[3], 
                         GLdouble *vertex_data[4],
                         GLfloat weight[4], GLdouble **dataOut )
    {
       GLdouble *vertex;
       int i;
    
       vertex = (GLdouble *) malloc(6 * sizeof(GLdouble));
       vertex[0] = coords[0];
       vertex[1] = coords[1];
       vertex[2] = coords[2];
       for (i = 3; i < 7; i++)
          vertex[i] = weight[0] * vertex_data[0][i] 
                      + weight[1] * vertex_data[1][i]
                      + weight[2] * vertex_data[2][i] 
                      + weight[3] * vertex_data[3][i];
       *dataOut = vertex;
    }
    

    It should be sufficient to bind texture as usually – do it before drawing with tesselators.

    HTH

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