From: Sylvain Mayer (mayer++at++CAE.CA)
Date: 10/05/2000 10:26:20
Hi,
did you use glGenTextures to generate the texture name? I did the same
thing and it worked out well. Here is what I did (the main idea):
Init time:
glGenTextures(1, texture)
Post Draw time:
// copy frame buffer to texture
glBindTextureEXT(GL_TEXTURE_2D,texture[1]);
glCopyTexSubImage2DEXT(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sizeX, sizeY);
// draw textured quad with frame buffer texture
pfPushIdentMatrix();
pfEnable(PFEN_TEXTURE);
glEnable(GL_TEXTURE_2D);
glBindTextureEXT(GL_TEXTURE_2D,texture[1]);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glBegin(GL_QUADS);
glColor4f(1.0f,1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,0.0f); glVertex2f(-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f); glVertex2f(1.007f,-1.0f);
glTexCoord2f(1.0f,1.0f); glVertex2f(1.007f,1.005f);
glTexCoord2f(0.0f,1.0f); glVertex2f(-1.0f,1.005f);
glEnd();
regards, Sylvain
________________________________________
Sylvain Mayer, 3D Graphics Developer
Scene Graph Manager
Visual Systems Engineering
CAE Electronics (http://www.cae.ca)
mailto:mayer++at++cae.ca
Tel: (514) 341-6780 Ext.: 3065
Fax: (514) 340-5539
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> -----Original Message-----
> From: Alan Freeman [mailto:alan_freemann++at++hotmail.com]
> Sent: Thursday, October 05, 2000 11:19 AM
> To: info-performer++at++sgi.com
> Subject: OpenGL texture problems
>
>
> Hi Performers
>
> I'm writing a performer app that renders a scene. then uses glReadPixels
to
> grab what is in a section of the framebuffer, into a section memory I'm
> allocation specificaly. I then try to draw a quad over another section of
the channel
> (using OpenGL calls) using the data I got from glReadPixels as a texture.
>
> It all works fine, except the texture I read from the framebuffer gets
> applied to one of the textures in the performer app (I'm using Performer
> town, and one of the tree textures gets replaced..)
>
> Any idea as to how I should stop the texture getting back into the
performer
> rendering???
>
> cheers
>
> Alan
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