glTexImage2D in OGL HUD & Pf2.01

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Ray Twiddy (rltwiddy++at++neiddd.com)
Thu, 22 Aug 1996 15:46:42 -0400


I've posted a varaiation on this question before but still no suitable answer
for my application. The question is how do I display a textured 2D Poly/Quad
in a fixed location on a HUD overlay on top of a Performer terrain
visualization simulation? (Note: I am able to display text in the HUD with no
problem.)

Based upon tests and suggestions, it appears this is not possible in Performer
but has to be accomplished with OpenGL as all the Performer sample code
illustrate. I have created a simple test case which reads an inventor object.
 In a post draw callback to display the HUD, I create a GL_POLYGON/GL_QUADS
with glTexImage2D. When the scene first appears, the inventor object is
correctly textured but the OGL object is black. Immediately after loading the
SGI image file, the new texture is applied to the inventor object but not to
the OGL object which remains black.

How do I coordinate and control the 2 textures: one in Performer and the other
in OpenGL?

Is there a way to apply a pfTexture to an OpenGL object in a draw callback?

I am running on a maximum IMPACT, IRIX 6.2, Performer 2.0.1.

Any suggestions would be greatly appreciated.

Thanks,
Ray

-- 
Ray Twiddy                                                  |    /  ____/   /
NEI - Nomura Enterprise Inc.    rltwiddy++at++neiddd.com         |   /  /       /
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