> Does hardcoding the the coordinates to (0.0f, 0.0f)-(1.0f, 1.0f) make
> any difference? Might be a quick way to rule out texture coordinates
> as a cause.
I tried that, doesn't make any difference. I'll do some tests outside wine
with glDrawPixels, because I'm not really sure if it's really tha
> Another possible problem I've found was that I calculated the texture coords
> with a int / int division. I've typcasted that to float / float, but without
> any change.
Does hardcoding the the coordinates to (0.0f, 0.0f)-(1.0f, 1.0f) make
any difference? Might be a quick way to rule out texture
Hi,
> Indeed, from looking at the patch you will need to call glGenTextures, then
> glBindTexture. Something like the following should. However if you
> anticipate the texture target getting rebound overtime, you will have to
> maintain the texture ID so you can rebind it with glBindTexture() be
Stefan Dösinger wrote:
Hi,
I've only had a quick look, so I may have overlooked it, but were do
you bind the texture?
Do I need to bind a texture? I create a new texture with glTexImage, upload a
texture part with glTexSubImage. AFAIK this should be enought to have the
texture availab
On 14/02/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Do I need to bind a texture? I create a new texture with glTexImage, upload a
> texture part with glTexSubImage. AFAIK this should be enought to have the
> texture available for drawing.
OpenGL needs to know which texture you're operating on
Hi,
> I've only had a quick look, so I may have overlooked it, but were do
> you bind the texture?
Do I need to bind a texture? I create a new texture with glTexImage, upload a
texture part with glTexSubImage. AFAIK this should be enought to have the
texture available for drawing.
I tried with b
H. Verbeet gmail.com> writes:
>
> On 13/02/06, Stefan Dösinger gmx.at> wrote:
> > Hello,
> > I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
> > glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
> > texture, and draw that texture with a tex
On 13/02/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
> glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
> texture, and draw that texture with a textured quad onto the front / back
>
Hello,
I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
texture, and draw that texture with a textured quad onto the front / back
buffer.
The problem I have is that the texture(or better, the