Original Post
I''m just wondering - why do you have to reload all of the textures every time you create a new window in an OpenGL application? Example:
or...
I''m storing the textures in a totally independent vector of any window creation/destuction routines. Does it have to do with the fact that every time I make a HGLRC current, I have to load its share of textures (into the video memory), and thus, if I delete it, and create a new one, I have to reload the textures?
It seems like an awful waste of cpu power...
Crispy
main()
{
Window1 = CreateOpenGLWindow();
LoadTextures();
CreateOpenGLWindow(CHILD_OF_Window1)
LoadTextures(); //<- here
}
main()
{
CreateOpenGLWindow();
LoadTextures();
//do stuff
if(Something_Failed)
{
DestroyOpenGLWindow();
CreateOpenGLWindow()
LoadTextures(); //<- here
}
}