you could have just kept the data when you load the textures in the
first place. would be easier that way, no? just place the data in
another pointer or something, and don't free it after it uploads to
opengl. then you have the texture objects (indices) for the card, and
the actual data you
Hello Tony,
ToS you could have just kept the data when you load the textures in the
ToS first place. would be easier that way, no? just place the data in
ToS another pointer or something, and don't free it after it uploads to
ToS opengl. then you have the texture objects (indices) for the card,
enum
{
PLAYERCLASS_UNDEFINED = 0,
//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
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