Original Post
Hi all,
I am somewhat new to openGL, and so I have a few questions about textruing and such, particularly when the texture is in the video cards memory and such... so this is what I do now to do textures:
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
//get texture then store into RGB format as array of unisigned chars, array is unsigned char *pixels
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
now if I generate a buch of textures this way, are these textures loaded into the video card memory? right now I render a buch of Md2 models, and aourn 40 models, the frame rate drops below 80fps but I would thing on a GeForce2 with a CPU 1.2Ghz (under Linux) I could probably get alot more modesl on the screen at once... maybe my rendering sucks, but maybe it is my method og doing the textures?
Thanks in advance.