Why are you looking to store the textures twice and take up so much memory? When you can load them into the texture memory?Originally posted by Titus:
Thatīs exactly my point.
Iīve number of textures to be used, stored in some variable..
An in the other hand the compiler asks for a constant
Per the NEHE example TextureImage is the image stored outside of openGL, so you will still have to copy it into openGL texture storage space and I gave you the correct answer, if it is that you want to load multiple textures into openGL's texture store.
[This message has been edited by nexusone (edited 08-06-2003).]