hello
i have the problem:
when i use RenderToTexture as texture no other Texture are Displays
it do not use the other texture he draws the other Fragments without
texture. But he draws it with color.
I have tryed many and read the spec sometimes but I have not found the bug
Do I have something forget something?
Please help me. THX.
I have win2k, GF4TI440, detonator 28.32
here a part of the source
create buffer->
atribute setzen
wglChoosePixelFormatARB(oldHdc, iAttributes, fAttributes, MAX_PFORMATS, pformat, &nformats))
atribute setzen
wglCreatePbufferARB(oldHdc, format, width, height, iAttributes);
wglGetPbufferDCARB(buffer);
wglCreateContext(hdc)
wglShareLists(oldHglrc, hglrc)
wglQueryPbufferARB(buffer, WGL_PBUFFER_WIDTH_ARB, &width);
wglQueryPbufferARB(buffer, WGL_PBUFFER_HEIGHT_ARB, &height);
…
wglMakeCurrent(hdc, hglrc)
drawTexture();
wglMakeCurrent(oldHdc, oldHglrc)
…
wglBindTexImageARB (buffer, WGL_FRONT_LEFT_ARB);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTranslated(+7, 7,0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glBegin (GL_QUADS);
glTexCoord2d(1.0,1.0); glColor3f (1.f, 1.f, 0.f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2d(0.0,1.0); glColor3f (1.f, 1.f, 1.f); glVertex3f(-1.0f, 1.0f, 0.0f);
glTexCoord2d(0.0,0.0); glColor3f (0.f, 1.f, 1.f); glVertex3f(-1.0f,-1.0f, 0.0f);
glTexCoord2d(1.0,0.0); glColor3f (1.f, 1.f, 1.f); glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd ();
wglReleaseTexImageARB(buffer, WGL_FRONT_LEFT_ARB)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, TexId1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTranslated(+7, 7,0);
glBegin (GL_QUADS);
glTexCoord2d(1.0,1.0); glColor3f (1.f, 1.f, 0.f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2d(0.0,1.0); glColor3f (1.f, 1.f, 1.f); glVertex3f(-1.0f, 1.0f, 0.0f);
glTexCoord2d(0.0,0.0); glColor3f (0.f, 1.f, 1.f); glVertex3f(-1.0f,-1.0f, 0.0f);
glTexCoord2d(1.0,0.0); glColor3f (1.f, 1.f, 1.f); glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd ();