Now you see, this code is cool and all, and it loads my textures, but........ Why would I need to modify the glGenTextures() function to generate more than 1 texture at a time....Code:int LoadGLTextures() // Load Bitmaps And Convert To Textures { int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[2]; // Create Storage Space For The Texture memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[0]=LoadBMP("Data/NeHe.bmp")) { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[0]); // Create The Texture // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit if (TextureImage[1]=LoadBMP("Data/NeHe1.bmp")) { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[1]); // Create The Texture // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if (TextureImage[1]) // If Texture Exists { if (TextureImage[1]->data) // If Texture Image Exists { free(TextureImage[1]->data); // Free The Texture Image Memory } free(TextureImage[1]); // Free The Image Structure } return Status; // Return The Status }
Do I need to do this to allocate memory for each time I use this texture? Say 3 sides of my cube are one texture, and the other 3 are some other texture, do I need to generate 3 textures (for better memory allocation) Or is it save generating one texture for unlimited usage of the texture....



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