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returnONE

Member Since 28 Jan 2012
Offline Last Active Mar 12 2012 07:45 PM

Topics I've Started

Dynamic texture allocation problem

29 January 2012 - 08:34 AM

Hi guys,

I'm having a hard time implementing a dynamic texture loader with OpenGL (and SDL).
So far I've created a dynamic list, where the nodes keep pointer to the textures and I can add or delete any members of it, any time, where each scene of the game (splash, menu, in-game, etc) have its list and control its textures to be used, and it works perfectly.

Unfortunatelly I've stucked in a point.
The function glGenTextures() asks for a predetermined number of textures in the very begining of the application.
I've researched about it, and got that glGenTextures() simply determine IDs to the textures, but do not alloc it.

My question here is, how can I load my textures dynamically, since OpenGL seems to limit it in a way that I have to predetermine the number of textures?

Current texture load source:

SetMyImageList(LoadImage("Data/Images/Splash.png"), "Splash");
GetMyImageList()->NewNode(LoadImage("Data/Images/Splash2.png"), "Splash2");

- image is defined in my class
- pimage is a pointer to image. the list require the image data as a pointer.

GLuint* Scene::LoadImage(char* fileName)
{
    GLuint* pimage;
    pimage = ℑ
    SDL_Surface*  surface = IMG_Load(fileName);
    if (!surface) {
	    fprintf(stderr, "Unable to load image: %s\n", SDL_GetError());
	    SDL_Quit();
    }
    //GLuint* teste = GetImageAddess();
    glGenTextures(1, &image);
    glBindTexture(GL_TEXTURE_2D, image);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
    wTex = surface->w;
    hTex = surface->h;
    return pimage;
}

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