Texture Manager
Hi,
NeHe just posted the code of my texture manager. I think it''s an interesting code that shows how to use C++ design patterns and STL to automatically avoid loading a texture twice.
I''m using DevIL to load textures (actually DevIL will crash if you use .dds files containing mipmaps) and the texture manager is able to load files from zips (using zlib). All the features are described in the readme.
I''d love to see feedback about this code. I think this code can be useful for anyone using C++ and OpenGL.
Please, download, test the code and let me know what you think about it !
>from Tentacula.
Hi!
It is a nice code! But in my mind texture filters and other texture options should be used through an shader/material class. If i am correct you can set the filters and other texture based stuff everytime.
In my texture manager i have the opertunity to use loading routines for different formats through plugins.
Greets, Christian
It is a nice code! But in my mind texture filters and other texture options should be used through an shader/material class. If i am correct you can set the filters and other texture based stuff everytime.
In my texture manager i have the opertunity to use loading routines for different formats through plugins.
Greets, Christian
i tried running it on my machine (XP pro.. 512ram.. gf4) and it just lynched itself before anything happened..
http://members.iinet.net.au/~cleathley/
http://members.iinet.net.au/~cleathley/
thanks for replys
>Austrian Coder
I agree with you, texture filtering could be done in a better way. But that was not really my priority.
Multiple file formats are supported throught the use of DevIL. DevIL support a lot of file formats and also opengl texture compression.
>Jumpman
I''ve tested the code on 2 different machines (P3 and P4) with GeForce and GeForce4, without any problems.
A friend got an access violation on its AMD w/GeForce2. I don''t know if it''s coming from the drivers (too old version) or from my code. The best thing you can do is trying to recompile the code instead of using the provided executable.
>Austrian Coder
I agree with you, texture filtering could be done in a better way. But that was not really my priority.
Multiple file formats are supported throught the use of DevIL. DevIL support a lot of file formats and also opengl texture compression.
>Jumpman
I''ve tested the code on 2 different machines (P3 and P4) with GeForce and GeForce4, without any problems.
A friend got an access violation on its AMD w/GeForce2. I don''t know if it''s coming from the drivers (too old version) or from my code. The best thing you can do is trying to recompile the code instead of using the provided executable.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement