From: Devrim Erdem (devrim++at++infotron.com.tr)
Date: 06/02/2000 07:49:39
> This should work. You can verify the texture handle by calling
>
> glIsTexture( handle );
>
> What may be hapenning is that the bind may be overwritten by a subsequent call
> to bind. Use OGLdebug.
glIsTexture returns GL_FALSE indicating that it is not a valid texture. What could
cause the overwrite ? I am constructing and loading the texture just before the
simulation main loop. The post draw is sth like this :
void CameraPostDraw(void *chan, void *data)
{
char str[255];
GLint circle_points = 100, i;
float angle;
int l, r, b, t, width, height;
pfPushState (); /* Save the current state */
pfBasicState (); /* Switch to default state */
pfPushIdentMatrix();
vgGetWinSize(vgGetWin(0), &l, &r, &b, &t);
width = r-l;
height = t-b;
/* Orthographic Projection */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-0.5, width-0.5, -0.5, height-0.5);
glMatrixMode(GL_MODELVIEW);
glColor3f(1.0, 0.0, 0.0);
glTranslatef(350, 350, 0.0f);
glScalef(150, 50, 1);
glBindTextureEXT( GL_TEXTURE_2D, texName );
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(+1, 1, 1);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1, 1, 1);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1, -1, 1);
glTexCoord2f(1.0f, 0.0f); glVertex3f(+1, -1, 1);
glEnd();
pfPopMatrix();
pfPopState();
}
/*===============================================
M. Devrim Erdem devrim++at++infotron.com.tr
Software Engineering
info(+)TRON, Turkey
Tel: +90 216 4921002, Ext 138
Fax: +90 216 3432132
http://www.infotron-tr.com
http://abone.turk.net/mderdem
===============================================*/
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