On Fri, Aug 21, 2009 at 04:10:03AM +0000, Gillian wrote:
> Just wondering how textures are loaded in an AGAR OpenGL widget. When I 
> create a
> new texture, nothing goes wrong. But in my rendering function, when I bind my
> texture, the AGAR toolbar I've created doesn't render correctly, and renders
> black instead of grey. I am using AG_SurfaceTexture to get my texture ID, so 
> it
> shouldn't conflict right?

AG_SurfaceTexture() is a low-level function used mostly internally.
The function you would normally use to create a new texture associated
with a widget is AG_WidgetMapSurface(), which returns a surface handle.
This handle is an index into the surfaces[], textures[] and texcoords[]
arrays of AG_Widget.

If you're doing some custom OpenGL rendering code and you want to bind
to the texture, you can retrieve the GL texture ID from textures[], but
typically you would just pass it as an argument to AG_WidgetBlitSurface(),
as documented in:
http://libagar.org/man3/AG_Widget#BLITTING_SURFACES

_______________________________________________
Agar mailing list
[email protected]
http://libagar.org/lists.html

Reply via email to