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Re: opengl & tekstures [message #2977 is a reply to message #1853] |
Tue, 02 May 2006 16:26  |
lindquist
Messages: 33 Registered: March 2006 Location: Denmark
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I would say yes. Make those changes.
The problem with not having them in means that OpenGL calls can only be made inside the GLPaint method.
As things like loading textures etc often happens somewhere else (not in the render code) this is somewhat and obstacle.
The problem with my simple approach is that if you're using multiple GLCtrls then we would need a method to activate the content we want to work on.
A MakeActive member might be a good idea. Or something else... For me, the approach I took is just fine as I only have one GL context.
And I just want to write GL code and expect it to work on that context.
P.S the texture code I posted only sort of works. the correct pixel format seems to be GL_BGR/GL_BGRA, using these the colours are correct. Tho it might still be flipped, as IIRC OpenGL expects a bottom-left origin.
Is ultimate++ top-left? and is the bgra format consistent? or do I need to do some more checking?
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opengl & tekstures
By: barpas on Thu, 23 March 2006 13:21
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Re: opengl & tekstures
By: unodgs on Fri, 24 March 2006 08:45
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Re: opengl & tekstures
By: fudadmin on Fri, 24 March 2006 22:53
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Re: opengl & tekstures
By: fudadmin on Fri, 24 March 2006 23:01
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Re: opengl & tekstures
By: mirek on Fri, 24 March 2006 23:19
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Re: opengl & tekstures
By: barpas on Sat, 25 March 2006 01:22
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Re: opengl & tekstures
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Re: opengl & tekstures
By: barpas on Wed, 12 April 2006 16:36
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Re: opengl & tekstures
By: fudadmin on Wed, 12 April 2006 16:55
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Re: opengl & tekstures
By: fudadmin on Wed, 12 April 2006 17:02
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Re: opengl & tekstures
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Re: opengl & tekstures
By: mirek on Mon, 01 May 2006 10:07
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Re: opengl & tekstures
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