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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: Seth Willits <seth at freaksw dot com>
Date: Sun, 21 Nov 2004 09:49:53 -0800
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> <598878E8-3BA5-11D9-B837-000A95DB6C90 at fireyesoftware dot com>
On Nov 21, 2004, at 2:08 AM, Asher Dunn wrote:

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).

It's my understanding that glBuild2DMimpmaps does both, making the explicit call to glTexImage2d useless. Others have told me this as well.


Seth Willits
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President and Head Developer of Freak Software - http://www.freaksw.com
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