#76544 - Payk - Wed Mar 22, 2006 4:45 pm
I read all the nehe examples and other too. But allways the drunkencoderlogo was a binary file. I want to use dynamic textures. So like sprites u could chnage the buffer every time u want. But in that examples the textures are always linked to the vertexes by an offsetaddress.
so how do i bind a texture which isnt loaded by
or better how do i map directly. sure texture address in vram is well knowen and with a loop i can put each pixel to it. but then its not a sImage like in the code snap ->pcx
Code: |
glGenTextures(1, &texture[0]);
glBindTexture(0, texture[0]); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD | GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T, pcx.data8); |
Code: |
loadPCX((u8*)Mud_pcx, &pcx);
image8to16(&pcx); |
or better how do i map directly. sure texture address in vram is well knowen and with a loop i can put each pixel to it. but then its not a sImage like in the code snap ->pcx