Skip to main content
gamedev.net
🔒 Locked

does name matter when requesting multitexture?

Started by shadow12345 May 15, 2003 at 6:13 PM 2 replies 450+ views
Original Post
shadow12345
shadow12345
When you request multitexturing, do they absolutely have to be given these names(from gt). It *seems* to only work when I use these names but that could just be coincidence because I am a retard glActiveTextureARB and glClientActiveTextureARB
Why don't alcoholics make good calculus teachers?Because they don't know their limits!Oh come on, Newton wasn't THAT smart...
HellRaiZer
HellRaiZer
If i understand right, and as far as i know, name doesn''t matter.

But i think it depends on your function pointer definitions. If you use glext.h, i think some versions have already definitions to object for every function. What i mean is, that the pfn object is already externed in that file, so you have to use the same name to make it work.

Have you seen any of Quake3 code. There is no OpenGL function in there with there real names. All functions have quake prefixes. This means, except that Quake loads OpenGL with LoadLibary-like way, and not staticly, that you can change the names of those functions.

PFNGLACTIVETEXTUREARBPROC ge_ActivateARBTexture;

ge_ActivateARBTexture = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");

!!!!!!!!!!!!!!!!!!!!!

I hope that helped!

HellRaiZer
HellRaiZer
_nomad_
_nomad_
yep you can give it any name you want...

...but if your code will be read by others, it''s best to just stick with ''em....

the glActiveTextureARB / glClientActiveTextureARB are just function pointers (like variables, they can have any name they want).

.

nomad | nomad forum
shadow12345
shadow12345
gotcha, thanks
Why don't alcoholics make good calculus teachers?Because they don't know their limits!Oh come on, Newton wasn't THAT smart...

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.