#72122 - Webez - Thu Feb 16, 2006 3:48 pm
Hi.
Here I am again. Let's see how many of my questions can be answered.
A) Display list have a size limit if am not wrong . What is this limit?
B) Is there a way so when drawing a model, colors and texture don't mix together (like glTexEnvf in OpenGL)?
C) The console doesn't draw polys wich are out of the screen. But wich thing would be faster, let the hardware do it or implement frustum culling in software?
D) Is there a function to free textures?
E) There is something I don't understand in the examples when loading textures. First thing is to call loadPCX so it loads data in image->data8. But then imge8to16 is called. And in this function data8 is freed wich is then used as a parameter in glTexImage2D. I don't understand why image->data8 can be used if it has been freed.
F) How many bytes per pixel are used when loading textures as in question E?
Thanks!!
Here I am again. Let's see how many of my questions can be answered.
A) Display list have a size limit if am not wrong . What is this limit?
B) Is there a way so when drawing a model, colors and texture don't mix together (like glTexEnvf in OpenGL)?
C) The console doesn't draw polys wich are out of the screen. But wich thing would be faster, let the hardware do it or implement frustum culling in software?
D) Is there a function to free textures?
E) There is something I don't understand in the examples when loading textures. First thing is to call loadPCX so it loads data in image->data8. But then imge8to16 is called. And in this function data8 is freed wich is then used as a parameter in glTexImage2D. I don't understand why image->data8 can be used if it has been freed.
F) How many bytes per pixel are used when loading textures as in question E?
Thanks!!