Mipmap problems
by Aleksandar Dimitrijevic · in Technical Issues · 02/09/2006 (6:08 am) · 5 replies
There is a severe problem with implementation of MipMaps in OpenGL. Namely,function "glDeleteTextures" does not deletes texture if it is created with "gluBuild2DMipmaps". In fact, it does release unique ID, but when I try to allocate another mipmap, function "gluBuild2DMipmaps" fails, reporting "out of memmory" error. But if I use texture with that ID (egardless to reported error), the texture is the same as it was before deletion. I have to metion that the texture is really huge. Can anyone help me to solve this problem?
This is the problematic peace of code:
suc = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 1201, 1201, GL_RGB, GL_FLOAT, colorMatrix);
This is the problematic peace of code:
suc = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 1201, 1201, GL_RGB, GL_FLOAT, colorMatrix);
#2
gluBuild2DMipmaps is a common OpenGL call,
and the line he quoted isn't similar to any that i can find in TGE 1.3 or 1.4.
part of what's great about the GG forums is that they're for game programmers in general, not just GG customers.
02/09/2006 (10:21 am)
I don't think Aleksandar neccessarily has access to Torque code..gluBuild2DMipmaps is a common OpenGL call,
and the line he quoted isn't similar to any that i can find in TGE 1.3 or 1.4.
part of what's great about the GG forums is that they're for game programmers in general, not just GG customers.
#3
02/09/2006 (10:40 am)
Fair enough, but his question doesn't mention what source code he is actually using, so the primary intuitive answer would be Torque!
#4
Thank you!
02/10/2006 (3:01 am)
Sorry fellows, I made a mistake. I tought this was an open forum, like GameDev. Of course that I don't have access to Torque code. It was a general OpenGl question.Thank you!
#5
I do apologize...we get that ocassionally--people asking for help on the forums for products that they've gotten off of warez sites, and I made a very bad assumption in this case.
02/10/2006 (7:23 am)
Orion was right--it is an open forum! I made a bad assumption in that you were talking about Torque implementation, not generic implementation of OpenGl itself.I do apologize...we get that ocassionally--people asking for help on the forums for products that they've gotten off of warez sites, and I made a very bad assumption in this case.
Torque 3D Owner Stephen Zepp