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Thread: intel map texture extension

  1. #1
    Junior Member Newbie
    Join Date
    May 2011

    intel map texture extension

    Is there any sample to explain how to use the new opengl intel extension ?:

  2. #2
    Senior Member OpenGL Pro
    Join Date
    Apr 2010
    It's like mapping buffer data, only in case of textures you have to select a mip-map level and can provide pointers to retrieve the stride and layout of the mapped texture.

    You need to first bind a texture object to GL_TEXTURED_2D and, as far as I read it, set the layout using glTexParameteri(). Then call MapTexture2DINTEL with appropriate parameters and check if a non-null pointer is returned. If so, read/write contents of your mapped textures. Done.

    I find the extension quite simple. However, the written English is absolutely horrible. This text will never make it into core.

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