I am using shaders as in openGL 3.x but still image stays as upsidedown background image. Any suggestions why I cant control the image. Why cant I just use simple glBegin() and glEnd() as in openGL 1.x. I want to be able to map 2 images by glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f((GLfloat)0.0f, 0.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f((GLfloat)width, 0.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f((GLfloat)width,(GLfloat)height , -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f((GLfloat)0.0f, (GLfloat)height , -1.0f); glEnd(); glPopMatrix();
I am currently using vertex shaders and fragment shaders because I am little bit unsure if glBegin works on oculus SDK 0.3.2 linux