That is excellent - loved it!
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That is excellent - loved it!
) ... 
) ... if you're lucky enough to have a system that's been up for >99 days, I probably wouldn't try it...


if you hadn't have found it I might have had to give up on that in time, as I wouldn't have found that!


Although I think the Intel compiler error I mentioned was surprisingly from last year.

)
I guess it's irrelevant to 4K anyway, because if GLU is accepted, whatever DLLs it uses are accepted too...maybe...
not an original concept, but all good fun to play with...far more interesting than the day job 
) but I've added some bits:
void InitTextures() {
GLubyte **textureStore = (GLubyte**)GlobalAlloc(GPTR,TEXTURES*sizeof(GLubyte*));
for (int t=0;t<TEXTURES;t++) {
textureStore[t] = (GLubyte*)GlobalAlloc(GPTR,TEXTURES*TEXTURE_SIZE*sizeof(GLubyte));
}
...
glGenTextures(TEXTURES, textureIDs);
for (int x=0;x<TEXTURES;x++) {
glBindTexture (GL_TEXTURE_2D, x);
// Texture repeats over both S & R axis so out of range co-ords still get textured
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, &textureStore[x][0]);
}
// Free dynamic array
GlobalFree(textureStore);
}




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