glTexImage2D question

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webjeff
Posts: 66
Joined: Thu May 05, 2005 2:51 am

glTexImage2D question

Post by webjeff »

I am use to binding textures and such, so when I do a "glTexImage2D" it sets the current texture, but then I can do a glBindTexture(0); to basically NULL the current texture. But I dont see the equivilent. I tried to do a glTexImage2D with NULL data, but that didnt work :). Any ideas?

Thanks
Jeff.
holger
Posts: 204
Joined: Thu Aug 18, 2005 10:57 am

Post by holger »

Just call glTexImage2D with your real texture data and flush the renderer before you modify it. Texture data is right now directly passed to the GE DMA engine at rendere time, basically the old OpenGL1.0 approach of doing this.

glBindTexture() and friends are not yet incorporated, please apply Jeremy's texture object patch if you need this functionality -- I'll look through them and will add them soonish.
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