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  1. JDK
  2. JDK-6277749

OGL: refactor texture creation code

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    • 2d
    • b43
    • generic
    • solaris_9

      We should refactor the texture creation code so that it can be reused in a number
      of situations. The current code base has a couple problems:
        - the texture object creation code is duplicated for both the shared
          initTexture() method and for the initPbuffer() method (on Windows only)
        - the initTexture() method always creates an GL_RGBA texture even if the
          alpha channel will never be used (potential waste of VRAM)
        - the initPbuffer() method (on Windows) doesn't check for the texNonPow2
          extension (if it did, and the extension was available, then we could
          potentially save VRAM)

      Also, there are some upcoming changes that would be much easier if we refactored
      this code:
        - to support the GL_EXT_framebuffer_object extension, it would be
          nice if we could just delegate to this one shared method for creating the
          texture object
        - to support translucent VolatileImages, we need a way to create an RGBA
          texture, so having an isOpaque boolean parameter for the shared texture
          creation method would make things easier

      ###@###.### 2005-05-29 20:07:36 GMT

            campbell Christopher Campbell (Inactive)
            campbell Christopher Campbell (Inactive)
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