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Started by August 22, 2001 03:28 PM
1 comment, last by pollier 23 years, 6 months ago
Hmm, I already posted this but the next day I couldn''t find it so I''ll try again. Can anyone give me some code to draw a 640x480 picture as quickly as possible, without using textures that are larger than 256x256? Would this just involve using glVertex2f to make a bunch of quads with the picture, or is there a faaster method? Also, is there any way of ''pushing'' the current depth buffer to a stack so I can load it later? And the color buffer? This would make the above question irrelevant. Thanks.
"No break 'till you die!" - Mr. Foster, my English teacher
fastest method would be to load up a graphic file, and then texture map it onto a quad. blitting in opengl is way too slow.

a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
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the quickest way would probably be to create a display list out of it.



How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.
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