From: Angus Dorbie (dorbie++at++sgi.com)
Date: 10/05/2000 15:00:27
You need your own bound texture or no bound texture.
You are calling glTexSubImage (CopyPixels to texture might be faster for
you btw.) That subload in OpenGL get's applied to the currently bound
texture image which will be the last peTexture bound.
You could create a texture with it's own handle, use your own pfTexture
and ::apply it in your draw callback before you subload or bind texture
handle 0 in OpenGL then subload. If you do the latter then Performer
won't know about it and you should ::apply any known pfTexture so
Performer is aware of the state. Don't worry about which one, Performer
will figure it our the next time it applies a geostate.
CHeers,Angus.
Alan Freeman wrote:
>
> 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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