I have to visualize a “chess-board” but with more than 160.000 sqaures each colored according to some measurment-values.
I’m usging wxWidgets with a wxGLCanvas-object.
Now i set up a glOrtho (only 2D is needed) and paint the squares.
I’m using multiple windows so more “measurement-objects” could be viewn.
Now i had the problem with scroll, size, overlapping,…, everything that calls a PaintEvent. There are too many float-values to render it every-time.
There is a kind of buffer that works really well under these conditions, it’s called a texture.
If filtered properly you will get the look your after, with the speed to redraw it all the time.
Also you could render it to a FBO which would allow it to be used multiple times.
Also never draw to the front buffer, it may cause intense flickering, and vista certainly does not like it.
I never worked with textures before.
With glCopyTexImage2D i tried to copy actual rendering to a texture and want to draw a quad with this texture. But the quad remains black. Here my code:
maybe your quad is lit by a light source you did setup earlier. plenty of reasons why it could be black. make sure that at least the texture has proper values = that the backbuffer was copied properly to the texture, then continue on the quad.