8eight8
02-21-2001, 08:54 AM
To do fullscreen, resolution, and color bitdepth switching (while in the app) I am just destroying the GL window and recreating it. I have to reload all texture data, right? Should I call glDeleteTextures before I destroy the window? Can I blindly reuse the texure[] array with the call to glGenTexures again or should I zero it out?
Are there any other pitfalls when it comes to destroying and recreating the Opengl window. This is in win2000, VC6.
Are there any other pitfalls when it comes to destroying and recreating the Opengl window. This is in win2000, VC6.