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DS development > Maping dirrect to the texturebuffer (3D)

#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.
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);

so how do i bind a texture which isnt loaded by

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