Make sure you stop at a breakpoint in OpenGL Profiler before trying
to click on the texture ids in the resource viewer, similar to
looking at the buffers (ie Back / Depth, etc). One other thing to
note: Profiler 3 has gotten rid of the "Collect Resources" button and
can now see textures that were generated before you attached to it :-)
Chris
On May 18, 2005, at 4:36 PM, Robert Grant wrote:
My app animates images using OpenGL 2D textures (I chop the image
up and mipmap it etc). I use client storage to avoid big uploads -
all the usual stuff. App works great on Jaguar and Panther - any
size image - whatever.
However on Tiger users are have trouble with large images
(2000x3000 pixels) - the textures are all corrupted - looks like a
row bytes issue or something.
Anyway I thought I'd get out trusty OpenGL Profiler to have a look
at the textures and the mipmapping - but the Resource window is
acting up. All the textures are labelled in red and when I click on
one I get a texture size of 1x1 and no texture.
This is happening even when the app is working correctly - meaning
producing clean output (using smaller 1500x1000 images)
So any suggestions on either of these issues?
Thanks,
Robert.
_______________________________________________
Do not post admin requests to the list. They will be ignored.
Mac-opengl mailing list (email@hidden)
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/mac-opengl/email@hidden