This may be a stupid question, but I simply don't understand.
Why is the texture being drawn in a directOpenGL object render and not in a simple procedure?
I don't really understand the TGLDirectOpenGL object. Why is it needed in this demo?
Thanks in advance!!
Daniel
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It's just a trick DirectOpenGL is directly synchronizing with the TGLCadencer of the scene so on each frame the image is changed. Instead tou can try to do the same directly in TGLCadencer.Progress event like in the TexAnim sample and see the difference with the performance ;)
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I'm having some problems when applying dynamic textures in my project. I'm getting an External SIGSEGV on FPBO.Bind. So I tried Jerome's idea that instead of using DirectOpenGL to update the texture, to use TGLCadencer.Progress. Wen I run this I get a SIGSEGV on CurrentGLContext.GLStates.TextureBinding[0, LTarget] := TGLTexture(OwnerTexture).Handle;
called by img.BeginUpdate;
I'm pretty sure I'm missing something like setting a context, but I'm not sure exactly what or how to correct it. Any idea? Did you guys Daniel or Jerome tried to avoid DirectOpenGL?
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Hi everyone!
This may be a stupid question, but I simply don't understand.
Why is the texture being drawn in a directOpenGL object render and not in a simple procedure?
I don't really understand the TGLDirectOpenGL object. Why is it needed in this demo?
Thanks in advance!!
Daniel
Hi Daniel
It's just a trick DirectOpenGL is directly synchronizing with the TGLCadencer of the scene so on each frame the image is changed. Instead tou can try to do the same directly in TGLCadencer.Progress event like in the TexAnim sample and see the difference with the performance ;)
Hi Jerome!
I see! Thank you for the answer!
Hi!
I'm having some problems when applying dynamic textures in my project. I'm getting an External SIGSEGV on FPBO.Bind. So I tried Jerome's idea that instead of using DirectOpenGL to update the texture, to use TGLCadencer.Progress. Wen I run this I get a SIGSEGV on CurrentGLContext.GLStates.TextureBinding[0, LTarget] := TGLTexture(OwnerTexture).Handle;
called by img.BeginUpdate;
I'm pretty sure I'm missing something like setting a context, but I'm not sure exactly what or how to correct it. Any idea? Did you guys Daniel or Jerome tried to avoid DirectOpenGL?