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Graphics > OpenGL 3D API > Re: OpenGL stat...
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Re: OpenGL states and performances

by zyend <karim.atiki@[EMAIL PROTECTED] > Jul 8, 2008 at 05:57 AM

Hi fungus,

> Yes, any simple test which eliminates an OpenGL function
> is good.
Ok, I'm using the following function:

glGetIntegerv(GL_TEXTURE_BINDING_2D, &currentID);

At first, I was using a static variable to store the current texID.
But in my tile and sprite editor, I have different OpenGL context and
therefore I experienced some issues with
my static variable.
But in my game engine, I expect to have only one OpenGL context and
then maybe I could re-use this mechanism instead of glGetIntegerv().
Is glGetIntegerv() such a pain to call ?
 




 12 Posts in Topic:
OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 02:21:18 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 17:28:16 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 08:40:25 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 19:27:36 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 11:39:11 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 21:02:50 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:12:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:15:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 20:22:15 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-08 10:05:13 
Re: OpenGL states and performances
zyend <karim.atiki@[EM  2008-07-08 05:57:05 
Re: OpenGL states and performances
folays <folays@[EMAIL   2008-07-08 16:01:36 

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tan12V112 Fri Nov 21 4:16:07 CST 2008.