Textured Poly > 4 sides.

BlitzMax Forums/BlitzMax OpenGL Programming/Textured Poly > 4 sides.

Yes, the texture coordinates that are defined with the most recent call to glTexCoord will `tie` that pixel of the texture to the corner point that you define with the next glVertex. If that causes the texture to stretch to fit the shape, so be it. Presumably you want it unstretched though. You just have to work out the coordinate in the texture image - which should be the same as the coordinate of the vertex more or less.