Re: GL texture problems

2006-02-17 Thread Stefan Dösinger
> 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

Re: GL texture problems

2006-02-16 Thread H. Verbeet
> 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

Re: GL texture problems

2006-02-16 Thread Stefan Dösinger
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

Re: GL texture problems

2006-02-14 Thread Joseph Garvin
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

Re: GL texture problems

2006-02-14 Thread H. Verbeet
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

Re: GL texture problems

2006-02-14 Thread Stefan Dösinger
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

Re: GL texture problems

2006-02-13 Thread Aric Cyr
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

Re: GL texture problems

2006-02-13 Thread H. Verbeet
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 >

GL texture problems

2006-02-13 Thread Stefan Dösinger
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