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Home/ Questions/Q 7855543
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Editorial Team
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Editorial Team
Asked: June 2, 20262026-06-02T20:25:07+00:00 2026-06-02T20:25:07+00:00

I have a Tilesheet loaded as a texture and I am trying to render

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I have a Tilesheet loaded as a texture and I am trying to render a single tile from the texture

glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_2D, TileSheet);
float TY = (Tile / 16) * 0.0625;
float TX = (Tile % 16) * 0.0625;

glBegin(GL_QUADS);
    glTexCoord2f(TX, TY); glTexCoord2f(0, 0); glVertex3f(X, Y, 0);
    glTexCoord2f(TX + 0.0625, TY); glVertex3f(X + TILE_SIZE, Y, 0);
    glTexCoord2f(TX + 0.0625, TY + 0.0625); glVertex3f(X + TILE_SIZE, Y + TILE_SIZE, 0);
    glTexCoord2f(TX, TY + 0.0625); glVertex3f(X, Y + TILE_SIZE, 0);
glEnd();

Tile is an int and represents what tile to render on the tilesheet
0.0625 being Width and Height of my Tilesheet / How many tiles per line (512 / 16)

So in the tilesheet it is 16 tiles wide so if Tile was 16 it would be the tile on the left and one tile from the top of the tilesheet. But this is what I get enter image description here

So the top left is [0][0] and the bottom right is [1][0] I dont see what im doing wrong. any help would be greatly appreciated.

Thanks.

I should also mention that if Tile == 0 it renders the correct tile, but as soon as Tile > 0 the tile ends up as above.

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  1. Editorial Team
    Editorial Team
    2026-06-02T20:25:08+00:00Added an answer on June 2, 2026 at 8:25 pm

    You call glTexCoord2f twice before you call glVertex3f. That does not look right.

    It looks like this line:

    glTexCoord2f(TX, TY); glTexCoord2f(0, 0); glVertex3f(X, Y, 0);

    Should be:

    glTexCoord2f(TX, TY); glVertex3f(X, Y, 0);

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