SenSej
10-22-2008, 08:16 AM
Hello there,
got several quads to paint. For each, itīs own texture image is stored in an vector. How many quads are to paint is given by the size of this image vector.
for (int i=0; i < images.size(); ++i)
textures[i] = bindTexture(images[i], GL_TEXTURE_2D);
In my newbee understanding, now the images are transformed in textures and are thrown into the graphic cardīs buffer. Am i right?
How to delete or replace one of this texture choosen by index i, like
textures.removeAt[i];
texture[i] = bindTexture(new_or_changed_Image, GL_TEXTURE_2D);
since
GLuint* textures is used and typicall stl methods are not available?
I donīt want to
glDeleteTextures(all, textures)
and
bindTextures(images[i], GL_TEXTURE_2D)
again, when just repainting the scene, without anything changed in images[]??
Some ideas? Thanks for you hints in advance.
got several quads to paint. For each, itīs own texture image is stored in an vector. How many quads are to paint is given by the size of this image vector.
for (int i=0; i < images.size(); ++i)
textures[i] = bindTexture(images[i], GL_TEXTURE_2D);
In my newbee understanding, now the images are transformed in textures and are thrown into the graphic cardīs buffer. Am i right?
How to delete or replace one of this texture choosen by index i, like
textures.removeAt[i];
texture[i] = bindTexture(new_or_changed_Image, GL_TEXTURE_2D);
since
GLuint* textures is used and typicall stl methods are not available?
I donīt want to
glDeleteTextures(all, textures)
and
bindTextures(images[i], GL_TEXTURE_2D)
again, when just repainting the scene, without anything changed in images[]??
Some ideas? Thanks for you hints in advance.