glTexImage2D problem resolved

I’m happy to report that the problem I was having was strictly an OpenGL
issue. The solution was to use glPushClientAttrib() and
glPopClientAttrib() around the draw function. It seems that the setting
for GL_UNPACK_ROW_LENGTH needed to use the textures was creating a
problem with the subsequent glTexImage2D call. This is definitely a
trap for young players.

Now my only complaint with the glmovie.c code is that it fails with an
mpeg that is 1024 wide. A problem with the texture alignment
calculations, leading to out-of-range values (> the texture size of
256). One day …

Gib--------------------------------------------
Gib Bogle @Gib_Bogle
1/44 Arthur St Tel: (64-9) 525-6878
Ellerslie, N.Z. Fax: (64-9) 525-6878

Can you please post the fixed `glmovie.c’? (and mark what you’ve
changed, because I didn’t really understand)

10q,
RK.

Gib Bogle wrote:>I’m happy to report that the problem I was having was strictly an OpenGL

issue. The solution was to use glPushClientAttrib() and
glPopClientAttrib() around the draw function. It seems that the setting
for GL_UNPACK_ROW_LENGTH needed to use the textures was creating a
problem with the subsequent glTexImage2D call. This is definitely a
trap for young players.

Now my only complaint with the glmovie.c code is that it fails with an
mpeg that is 1024 wide. A problem with the texture alignment
calculations, leading to out-of-range values (> the texture size of
256). One day …

Gib