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Raloth

"locking" a texture

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In DirectX, the texture interface had a Lock() method where you could get direct access to the color data. Is there anything similar in OpenGL? I''m working on a map editor, and when I need to update various large textures I just call glTexImage2D. I probably don''t need to mention that this runs like a snail.

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glTexSubImage is thought for updating an existing (part) of a texture. glTexImage is thought for creating a complete new one.




If that''s not the help you''re after then you''re going to have to explain the problem better than what you have. - joanusdmentia

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Haha, I missed the obvious. Thanks

[edit] Ok, now it's acting strange. I can't get it to work very well. It seems to update the texture only when it feels like it, and sometimes with the wrong values. My old method kind of did the same thing...

[edited by - Raloth on October 20, 2003 9:48:01 PM]

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