Hi all,

A question for any OpenGL gurus among you:

Does OpenGL expose the functions it uses to interpolate a texture coordinate across a primitive?

I'm looking for a function which would do something like this:

sf::Vector2f InterpolateTexCoord(const std::vector<sf::Vertex>& primitive, sf::Vector2f p)

{

// Examine the texture coordinates of primitive, and calculate the

// interpolated texture coordinate for point p

}

... in other words, exactly what OpenGL does internally when calculating the color of a fragment from a texture. Or when OpenGL passes the interpolated uv coordinate to a fragment shader.

Ideally, the function could handle either quads or triangles. But I could get by with just one or the other, if necessary.

Thanks!