Suggestion for glTexImage2D

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Discostew
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Suggestion for glTexImage2D

Post by Discostew » Mon Jun 08, 2009 7:58 am

I know openGL does not do this (I think), but do you think we could have the option of "not" copying the texture in when this function is called, but just setting up the texture's parameters and VRAM allocation, and allowing the texture data to be copied in later? I was thinking that if a NULL pointer was sent in instead of the texture's pointer, it would bypass any copying. That way, nothing would really change as to what the function does currently, therefore, not breaking anyone's code.

dovoto
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Re: Suggestion for glTexImage2D

Post by dovoto » Thu Jun 11, 2009 12:42 am

Could you give us a usage example for why this would be of benifit? Loading textures on the DS can be somewhat non intuitive...really what we need is an entirely new texture management system decoupled from the ill suited GL system.

I am not against such an addition and it would be rather trivial to add.

EDIT
Behavior added for next release. Mainly because I was not checking for null at all which is bad and your suggestion seemed a valid response to a null texture.

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