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Thread: Display lists and textues... Something I should know?

  1. #1
    Guest

    Display lists and textues... Something I should know?

    Hi!

    Is it possible to bind a texture inside a display list... My code works if I bind it just before calling the display list, but not in the display list...

    Cheers...

  2. #2
    Junior Member Regular Contributor
    Join Date
    Feb 2000
    Location
    Brisbane,QLD, Australia
    Posts
    101

    Re: Display lists and textues... Something I should know?

    Yes this should work

    Here is some sample code..


    myDisplayListList = glGenLists(1); // start generation of the list
    glNewList(myDisplayList, GL_COMPILE);
    glBindTexture(GL_TEXTURE_2D, tList[myTextureObject]);
    glBegin (GL_TRIANGLES);

    ...
    ...
    ...

    glEnd ();
    glDisable(GL_TEXTURE_2D);
    glEndList();

  3. #3
    Senior Member OpenGL Guru
    Join Date
    Feb 2000
    Location
    Sweden
    Posts
    2,982

    Re: Display lists and textues... Something I should know?

    Hello

    Can the problem be that you bind new textures INSIDE glBegin() and glEnd()? Not sure you can do that. To change texture, this might work.

    glNewList()
    glBindTexture() bind texture one
    glBegin() draw first part
    .
    .
    .
    glEnd()
    glBindTexture() bind texture two
    glBegin() draw second part
    .
    .
    .
    glEnd()
    glEndList()

    Bob

  4. #4
    Advanced Member Frequent Contributor
    Join Date
    Feb 2000
    Posts
    569

    Re: Display lists and textues... Something I should know?

    You can actually do it like they said, but from experience puting glBindtexture in the display list gave me a big performance hit.

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