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OpenGL How to display a picture without textures?

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Hi, I'd like to display a flat picture in my opengl window (the picture won't get turned, it is facing you) without using textures if possible. The fact is that I have the picture stored like that: unsigned char* picture[320*200*3]; and the content is changing 10 times a second. How would you do that? Thanks :)

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glDrawPixels may be what you're looking for. What keeps you from using a textured quad and pushing that to the screen? Are you dynamically updating the picture map? Is it possible for you to use a set of pre-computed textures to simulate the animation or is it unpredictable animation? glDrawPixels is probably the right solution, but you may run into performance problems (not likely with only 320x200)

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The quickest solution is still likely to be using a texture and updating it with glTexSubImage2D. I have a software renderer demo on my site which uses OpenGL simply to transfer the colour buffer to the screen, and I found this approach to be much faster than glDrawPixels on my hardware. The source is included if you want to experiment with it.

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If you really don't want a texture, you can create an array of points, and draw them on the screen using GL_POINTS.

Disclaimer: This is a joke, don't do it if you care for the performance.

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It is faster to update a texture and draw a quad with that texture, than to use DrawPixels. It sounds weird, but it's true.

Create a 512x256 texture, and use TexSubImage to load the lower-left corner of the texture with your data, and use the appropriate texture coordinates for your quad (0 - 320/512, 0 - 200 / 256).

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Thanks for all the replies :)

How come I can't find the command glTexSubImage2D in my documentation?

Would I use textures, don't I have to do following over and over?

Free the old texture
glGenTextures(1,&retVal);
glBindTexture(GL_TEXTURE_2D,retVal);
glTexImage2D(GL_TEXTURE_2D,0,3,sizeX,sizeY,0,GL_RGB GL_UNSIGNED_BYTE,image);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

Doesn't that take a lot of time?

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Quote:
Original post by Floating
Thanks for all the replies :)

How come I can't find the command glTexSubImage2D in my documentation?

Would I use textures, don't I have to do following over and over?

Free the old texture
glGenTextures(1,&retVal);
glBindTexture(GL_TEXTURE_2D,retVal);
glTexImage2D(GL_TEXTURE_2D,0,3,sizeX,sizeY,0,GL_RGB GL_UNSIGNED_BYTE,image);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

Doesn't that take a lot of time?


Thats the whole point of using glTexSubImage2D, so you dont have to recreate the texure each time.

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