xpnctoc
09-22-2002, 04:09 AM
Does anybody know if there are compatability issues between OpenGL and Borland C++ 6.0 Personal edition? I'm having more problems than it seems I should be -- especially since I'm not a newbie to programming in general.
I finally devised a BMP loader after much frustration (see my previous post). Great. But now using glGenTextures and glBindTexture refuses to store more than one texture in memory -- even with incredibly small BMP test textures like 2pix by 2pix.
I wrote another test program to simply draw a rectangle and load a texture, and using glBuild2DMipmaps generates an "out of memory" error. How can I be out of memory when all the program does is draw a rectangle with a texture?
I compiled various multi-texture sample programs from "OpenGL Super Bible" -- all of which the pre-made executables run fine. But when I build them in my compiler, I run into the same problem where the program will not keep textures in memory.
Not to mention I regularly get "divide by zero" errors (only when using OpenGL) when I know I'm not drawing outside of the viewing frustum, nor performing any divisions in my own code.
The books I have make OpenGL seem so simple, yet it seems I have problems coming out of my ears. I'm really beginning to think the cheap-end Borland compiler has some instruction compatability issues, and I would appreciate any insight someone can give on this. What compilers would you recommend?
I finally devised a BMP loader after much frustration (see my previous post). Great. But now using glGenTextures and glBindTexture refuses to store more than one texture in memory -- even with incredibly small BMP test textures like 2pix by 2pix.
I wrote another test program to simply draw a rectangle and load a texture, and using glBuild2DMipmaps generates an "out of memory" error. How can I be out of memory when all the program does is draw a rectangle with a texture?
I compiled various multi-texture sample programs from "OpenGL Super Bible" -- all of which the pre-made executables run fine. But when I build them in my compiler, I run into the same problem where the program will not keep textures in memory.
Not to mention I regularly get "divide by zero" errors (only when using OpenGL) when I know I'm not drawing outside of the viewing frustum, nor performing any divisions in my own code.
The books I have make OpenGL seem so simple, yet it seems I have problems coming out of my ears. I'm really beginning to think the cheap-end Borland compiler has some instruction compatability issues, and I would appreciate any insight someone can give on this. What compilers would you recommend?