From: Andrew R. <and...@uc...> - 2001-03-07 12:51:36
|
I can't rem if this was originaly posted here or on DRI but... If you flush the VB down into the driver (and card) then I have a question. I want to show video using ogl as the renderer (cf glmovie from loki). So I want to paste multiple textures onto muliple quads. Say I have two textures and two quads, I want two texture units to do the texturing, one quad-texture each. the code is like glClientActiveTextureARB ( GL_TEXTURE0_ARB ); glTexture2D(/*texture 0*/); glCallList(QUAD0); glClientActiveTextureARB ( GL_TEXTURE1_ARB ); glTexture2D(/*texture 1*/); glCallList(QUAD1); The second glTexture2D call will flush the VB, but to where? Does the card process all of texture/quad 0's stuff? If so I don't see how I can use both texture units at the same time for texture procedures that don't share verticies. Of course I may not be implementing the dual text-unit stuff correctly but even if Im not the question still stands, what happens with multi-texturing when the two (or more) units don't share verticies. Also how does Mesa deal with references to GL_TEXTURE~N~_ARB where ~N~ is larger than the actual number of tex-units, does it map them to the texture units that ARE present or is it in the ogl spec that it returns an error? Thanks Andy -- \\\|/// \\ - - // ( @ @ ) +---------------o00o----(_)----o00o-------------------------------------+ |Andy Richardson Dept. of Chemistry | |t(w): +44-20-7679 (4718) University college London | |f(w): +44-20-7679 (4560) Gordon street | |e: and...@uc... London WC1E 6BT UK | +------------------------------0ooo-------------------------------------+ ooo0 ( ) ( ) ) / \ ( (_/ \_) |