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Re: Asher's GLTexture Class

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Asher's GLTexture Class
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Sun, 21 Nov 2004 05:08:54 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <6F383A7C-354D-11D9-82F9-000A95A5E76E at freaksw dot com> <9B81AB9C-35C1-11D9-9472-000A95DB6C90 at fireyesoftware dot com> <2E7D14C1-35CB-11D9-AE77-000A95A5E76E at freaksw dot com> <EDE36421-35CD-11D9-9472-000A95DB6C90 at fireyesoftware dot com> <505950F0-3AB4-11D9-995E-000A95A5E76E at freaksw dot com>

On Nov 20, 2004, at 12:23 AM, Seth Willits wrote:

Two things: The bind glBindTExture in create should be right after glGenTexture_RB not at the end of the method,

Really? I'll change it them.

and using both glTexImage2d and gluBuild2DMipmaps is redundant. Using either of them is just fine.

No -- glTexImage2d creates the original texture (256x256 or whatever). gluBuild2DMipmaps creates the levels of detail for the texture (128x128, 664x64, 32x32, 16x16, 8x8, 4x4, 2x2, and 1x1 versions of the texture).

After moving the bind, the class worked great.

It works for me the old way...

Asher Dunn
--------------------------------------------------------
President and Head Developer of Fireye Software <http://www.fireyesoftware.com/> Make PDFs from your RB app <http://www.fireyesoftware.com/code/pdfclasses/>
AIM and Yahoo: fireye7517
REALbasic 5.5.3 Mac OS X 10.3.5

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