GL texture problems
Stefan Dösinger
stefandoesinger at gmx.at
Thu Feb 16 13:05:00 CST 2006
Hi,
> Indeed, from looking at the patch you will need to call glGenTextures, then
> glBindTexture. Something like the following should. However if you
> anticipate the texture target getting rebound overtime, you will have to
> maintain the texture ID so you can rebind it with glBindTexture() before
> each call to glTexSubImage2D.
I got a bit delayed by a hard drive crash, but now I've come back to this
problem. I added a glGenTextures, glBindTexture before drawing, and a
glBindTexture(GL_TEXTURE_2D, 0) and a glDeleteTexture after drawing, but this
didn't improve the problem. The texture still has the solid color of the
first pixel :(
Another possible problem I've found was that I calculated the texture coords
with a int / int division. I've typcasted that to float / float, but without
any change.
The texture is meant to be used only once, because on the next UnlockRect call
on a rendertarget, the app might have changed the whole memory, and I have to
re-load the whole locked area
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 189 bytes
Desc: not available
Url : http://www.winehq.org/pipermail/wine-devel/attachments/20060216/155f255f/attachment.pgp
More information about the wine-devel
mailing list