Add a function which might return whether a texture is in video memory, delete the texture buffer after sending it to OpenGL and comment out the set/get_pixel functions

This commit is contained in:
ehofman
2003-07-01 09:49:45 +00:00
parent 54c2d5a6cc
commit ad56ba1bfa
2 changed files with 36 additions and 6 deletions

View File

@@ -22,18 +22,24 @@
#include "colours.h"
SGTexture::SGTexture()
: texture_id(0),
texture_data(0)
{
texture_data = 0;
}
SGTexture::SGTexture(unsigned int width, unsigned int height)
: texture_id(0)
{
texture_data = new GLubyte[ width * height * 3 ];
}
SGTexture::~SGTexture()
{
delete texture_data;
if (texture_data)
delete texture_data;
if (texture_id)
free_id();
}
void
@@ -323,6 +329,7 @@ SGTexture::read_r8_texture(const char *name)
}
#if 0
void
SGTexture::set_pixel(GLuint x, GLuint y, sgVec3 &c)
{
@@ -343,6 +350,7 @@ SGTexture::get_pixel(GLuint x, GLuint y)
return &c;
}
#endif
SGTexture::ImageRec *

View File

@@ -61,6 +61,15 @@ protected:
void ImageClose(ImageRec *image);
void ImageGetRow(ImageRec *image, GLubyte *buf, int y, int z);
inline void free_id() {
#ifdef GL_VERSION_1_1
glDeleteTextures(1, &texture_id);
#else
glDeleteTexturesEXT(1, &texture_id);
#endif
}
public:
SGTexture();
@@ -77,6 +86,7 @@ public:
inline GLuint id() { return texture_id; }
inline GLubyte *texture() { return texture_data; }
inline void set_data(GLubyte *data) { texture_data = data; }
inline int width() { return texture_width; }
inline int height() { return texture_height; }
@@ -88,16 +98,28 @@ public:
void prepare(unsigned int width = 256, unsigned int height = 256);
void finish(unsigned int width, unsigned int height);
#if 0
// texture pixel manipulation functions.
void set_pixel(GLuint x, GLuint y, sgVec3 &c);
sgVec3 *get_pixel(GLuint x, GLuint y);
#endif
void bind();
inline void select() {
// if (texture_data)
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
texture_width, texture_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texture_data );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
texture_width, texture_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texture_data );
delete texture_data;
}
// Nowhere does it say that resident textures have to be in video memory!
// NVidia's OpenGL drivers implement glAreTexturesResident() correctly,
// but the Matrox G400, for example, doesn't.
inline bool is_resident() {
GLboolean is_res;
glAreTexturesResident(1, &texture_id, &is_res);
return is_res;
}
};