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ToasterFace

Loading more than one Texture

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I have a rather simple problem, when I try to load 1 texture everything is fine. But when I try to load another one all hell breaks loose. I will post my code cause i know i messaed something up . Code: int LoadGLTexture() { int status = FALSE; AUX_RGBImageRec *TextureImage[2]; memset(TextureImage, 0, sizeof(void *)*1); if (TextureImage[0] = LoadBMP("/TheMan.bmp")) { status = TRUE; glGenTextures(2, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (TextureImage[0]) { if (TextureImage[0]->data) { free(TextureImage[0]->data); } free(TextureImage[0]); } //This is where the problem is: if (TextureImage[1] = LoadBMP("/CrazyFoo")) { status = TRUE; glGenTextures(2, &texture[1]); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (TextureImage[0]) { if (TextureImage[1]->data) { free(TextureImage[1]->data); } free(TextureImage[1]); } } END CODE. Also my other question is why after a while does my computer start running really really slow, and the my textures stop loading right? I am new to OpenGL, but not really to C++ so it would be great to figure this one out, thanks. BigLuniticFatPsychoProgrammerDude HAVE SOME TOAST DARLING! OR I WILL BEAT YOU!

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You are generating 2 texture IDs in the first call to glGenTextures so you should not call that function a second time. It will just write over the correct ID. A alternative and perhaps clearer is to generate just one ID at each call.

Your computer starts to run really slow probably because that you do not free the memory with glDeleteTextures then the app is finish.

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Dude, thanks. Are there any parameter that i need to pass to glDeleteTextures();? I will try what you told me.

ToasterFace

HAVE SOME TOAST DARLING! OR I WILL BEAT YOU!

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Maybe it''s because of this line:

  
if (TextureImage[1] = LoadBMP("/CrazyFoo"))


Instead of "CrazyFoo" it should be "CrazyFoo.BMP" ?

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