I see there is no GLGenTextures nor GLBindTextures, which I need to use for rendering textures on models... any idea if this is going to implimented anytime or if there is a work around?
Been using both GU and PSPGL to see which one I like better.. currently, minus this, it seems GL is easier to work in since I know opengl but it would suck if I can't use textures by id :)
Thanks
Jeff.
pspgl (no texture support yet?)
Re: pspgl (no texture support yet?)
I've just finished implementing texture objects for pspgl. I hope they'll go in when Holger gets back from his holidays sometime this week.webjeff wrote:I see there is no GLGenTextures nor GLBindTextures, which I need to use for rendering textures on models... any idea if this is going to implimented anytime or if there is a work around?
J
Re: pspgl (no texture support yet?)
just arrived, I'm reviewing the patches the next days. Since Jeremy did quite a lot of work, this may take some time -- you can fetch his changes in the meantime from Jeremy's homepage.
Currently textures are (as in the libGU) read directly from the host memory, if you have multiple textures just call glTexImage2D() for each one seperately. You don't need to bind them, in the current implementation we don't copy them into VRAM anyways. Basically the current implementation handles textures in a similiar fashion as OpenGL 1.0 did.
Currently textures are (as in the libGU) read directly from the host memory, if you have multiple textures just call glTexImage2D() for each one seperately. You don't need to bind them, in the current implementation we don't copy them into VRAM anyways. Basically the current implementation handles textures in a similiar fashion as OpenGL 1.0 did.