From: Angus Dorbie (dorbie++at++sgi.com)
Date: 10/05/2000 15:21:09
Angus Dorbie wrote:
>
> You need your own bound texture or no bound texture.
>
> You are calling glTexSubImage (CopyPixels to texture might be faster for
..... even with glTexImage* same thing applies.
> 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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