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	<title>Comments on: 33. OpenGL Animating Textures</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/texture_animation.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>By: Twinkle</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-3174</link>
		<dc:creator>Twinkle</dc:creator>
		<pubDate>Thu, 17 Nov 2011 15:13:56 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-3174</guid>
		<description>hey can u pls help me out , i m not able to see the output of this code , I m using codeblocks to run this code and i have placed the texture file in bin directory of the project.
and i can see only the white cube in the output . I guess the  raw files are not getting read.</description>
		<content:encoded><![CDATA[<p>hey can u pls help me out , i m not able to see the output of this code , I m using codeblocks to run this code and i have placed the texture file in bin directory of the project.<br />
and i can see only the white cube in the output . I guess the  raw files are not getting read.</p>
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	<item>
		<title>By: Treveon</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-2523</link>
		<dc:creator>Treveon</dc:creator>
		<pubDate>Tue, 11 Oct 2011 12:29:10 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-2523</guid>
		<description>Hello Swiftless,

First let me say great tutorials and thanks for making the effort to create them. I had a question about the texture memory thing above because in my project I am using a sprite sheet method. Is there anyway to check how large of a texture a card will support in my code and then maybe use an alternate method? I know it would be easier to just do either or, but I was just wondering. Thanks!</description>
		<content:encoded><![CDATA[<p>Hello Swiftless,</p>
<p>First let me say great tutorials and thanks for making the effort to create them. I had a question about the texture memory thing above because in my project I am using a sprite sheet method. Is there anyway to check how large of a texture a card will support in my code and then maybe use an alternate method? I know it would be easier to just do either or, but I was just wondering. Thanks!</p>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-1617</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 21 Apr 2011 00:52:47 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-1617</guid>
		<description>Hi Pankaj,

You can save the texture file wherever you like, as long as the source code is pointing to that file. In this example, I have them in a folder called &quot;textures&quot; which is in the same directory as the application.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Pankaj,</p>
<p>You can save the texture file wherever you like, as long as the source code is pointing to that file. In this example, I have them in a folder called &#8220;textures&#8221; which is in the same directory as the application.</p>
<p>Cheers,<br />
Swiftless</p>
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	<item>
		<title>By: PANKAJ KUMAR</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-1616</link>
		<dc:creator>PANKAJ KUMAR</dc:creator>
		<pubDate>Wed, 20 Apr 2011 17:50:58 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-1616</guid>
		<description>where to save the texture file so that we can link with program??</description>
		<content:encoded><![CDATA[<p>where to save the texture file so that we can link with program??</p>
]]></content:encoded>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-294</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Mon, 05 Apr 2010 10:01:52 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-294</guid>
		<description>Hi Limanima,

You could do that, and it is perfectly valid if you have a small 2D game and already have the sprite maps.

The problem with doing this in a larger game is that if you have a large file you will run out of texture memory extremely quickly. A lot of graphics cards don&#039;t support textures with a size greater than 2048x2048.

Also, if you look at files such as movie files, or gifs, then you have no choice usually but to load it in frame by frame as that is how the file format is stored.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Limanima,</p>
<p>You could do that, and it is perfectly valid if you have a small 2D game and already have the sprite maps.</p>
<p>The problem with doing this in a larger game is that if you have a large file you will run out of texture memory extremely quickly. A lot of graphics cards don&#8217;t support textures with a size greater than 2048&#215;2048.</p>
<p>Also, if you look at files such as movie files, or gifs, then you have no choice usually but to load it in frame by frame as that is how the file format is stored.</p>
<p>Cheers,<br />
Swiftless</p>
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	<item>
		<title>By: Limanima</title>
		<link>http://www.swiftless.com/tutorials/opengl/texture_animation.html/comment-page-1#comment-293</link>
		<dc:creator>Limanima</dc:creator>
		<pubDate>Mon, 05 Apr 2010 09:55:19 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=212#comment-293</guid>
		<description>Hum.. Why not use a single texture file and then change the texture uv coordinates of each vertex? Usually an animated image goes to a cardboard which has only 4 vertexes. There won&#039;t be much impact of changing those coords on the fly. Better then having 100s of images on disk...</description>
		<content:encoded><![CDATA[<p>Hum.. Why not use a single texture file and then change the texture uv coordinates of each vertex? Usually an animated image goes to a cardboard which has only 4 vertexes. There won&#8217;t be much impact of changing those coords on the fly. Better then having 100s of images on disk&#8230;</p>
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