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();
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; }
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;
}
};