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Thread: About OpenGL texture object

  1. #1
    Guest

    About OpenGL texture object

    Before I delete the render context,
    Do I have to delete its associate texture object? Did OpenGL cleanup the texture object
    automatically so I don't have to worry about that?

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    3,768

    Re: About OpenGL texture object

    You probably should delete the texture objects, just to be safe.

  3. #3
    Member Regular Contributor
    Join Date
    Jul 2000
    Location
    Arlon, Belgium
    Posts
    486

    Re: About OpenGL texture object

    I think tha OpenGL deleted automaticaly the textures when you shutdown your program.

    To be confirmed ...

  4. #4
    Guest

    Re: About OpenGL texture object

    And what about display lists or other resource?

  5. #5
    Junior Member Newbie
    Join Date
    Aug 2001
    Location
    -
    Posts
    7

    Re: About OpenGL texture object

    Normally clean up display lists with glDeleteLists() command. - It takes some paramaters but I can't remember them offhand.

  6. #6
    Guest

    Re: About OpenGL texture object

    Does OpenGL cleanup the resource allocated within the render context so there is no memory leaking after the program terminate?
    I am not warry about dangling resource that is never be reference but I do worry about leaking resource after the program terminated.

  7. #7
    Guest

    Re: About OpenGL texture object

    And I also notice that if I don't bind texture object the current texture object has ID = 0 and can be use like other texture object.
    And you can bind to texture object that has any ID that doesn't create using glGenTextures
    so does OpenGL detecting the use of any texture ID?

  8. #8
    Guest

    Re: About OpenGL texture object

    Texture ID 0 is the default texture, it's no texture at all. I don't think if you bind a invalid texture id it defaults to 0.

  9. #9
    Guest

    Re: About OpenGL texture object

    Should be I think it will default to texture id 0 if you try to use a nonexistant texture id.

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