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Texture loading in OpenGL
Hi guys,
sorry, maybe this is really a newbish question, but... I am working with delphi and currently having a small problem with texture. My idea was to create a class and storage the texture in this class. Everything is working more than fine, since I am using two textures in a scene. First the loading of the texture seems 100 fine! If I am using something like
glass.SetTexture;
crate.SetTexture;
he draws the crate texture pefectly and if I swap both texture the glass texture is shown fine, so he founds both textures! But if I am renering a cube with the first texture and then a cube with the second texture, the first cube has no texture at all, during the second is fine. If i draw both cube with one texture everything is fine again! So I am guessing that my "Settexture" is somehow earasing the first texture... or i am setting it wrong. So... here it is:
glBindTexture(GL_TEXTURE_2D,texture);
texture is in this case definited like:
texture : GLuint;
And in each class there''s another texture stored... so I am not sure what''s going wrong here... however my loading procedure also!
PROCEDURE TDarkTexture.LoadTexture(name:pChar);
VAR
texture1: PTAUX_RGBImageRec;
BEGIN;
// Load Texture an OpenGL Texture
texture1 := auxDIBImageLoadA(name);
IF (NOT Assigned(texture1)) THEN HALT;
// Create Texture
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture1^.sizeX, texture1^.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture1^.data);
END;
hope you can still understand the opengl source, even if it''s delphi. i am currently not sure, what''s moving wrong, but i am 100% sure it must be the bind to the cube that''s wrong... because i made several test and the loading seems 100% fine.
ThanXs for ANY idea
Sincerly,
Phobeus
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Please visit http://dgl.thechaoscompany.net - A german site for delphi opengl programmers!
I know virtually nothing about delphi, but I think the problem might be:
glGenTextures takes a pointer to the unsigned intiger, when glBindTexture just needs the value. The problem might be that it is storing the texture in a area of memory you don''t own, and then when you try to switch textures, you can''t find the old one because texture wasn''t set to the right id. I don''t know how to fix it in delphi, but in C++ I would have wrote:
I hope that fixes it.
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glGenTextures takes a pointer to the unsigned intiger, when glBindTexture just needs the value. The problem might be that it is storing the texture in a area of memory you don''t own, and then when you try to switch textures, you can''t find the old one because texture wasn''t set to the right id. I don''t know how to fix it in delphi, but in C++ I would have wrote:
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I hope that fixes it.
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