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
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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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