   Manipulating texture bitmap
  Hello,Is there any way to manipluate the bitmap of a texture without having to manipluate the original bitmap and then reload the texture.:D Thanks a bunch for any help in advance.PS. I don't know if this can be done with shaders, I would rather do it without,   
  u mean replace part of an existing textture?use gl(Copy)TexSubImage.D(..)   ;  I mean manipulating an any way I want (like rotatate or other dynamic effects) so I could animate the textures dynamicly.   ;Quote:Original post by noteventimeI mean manipulating an any way I want (like rotatate or other dynamic effects) so I could animate the textures dynamicly.Unless you can do the changes in a pixel shader, the answer is no.   ;  Too bad, would be nice.Anyway, I guess I'l just have to remake the textures from the new bitmap every time.   ;  Well, if I understand correctly what you mean, I suggest simply using matrices to perform that and then setting proper device states.   ;Quote:Original post by noteventimeHello,Is there any way to manipluate the bitmap of a texture without having to manipluate the original bitmap and then reload the texture.:D Thanks a bunch for any help in advance.PS. I don't know if this can be done with shaders, I would rather do it without,Well you don't have to use the original bitmap data.  You can create another buffer - either the same size or smaller than the original - and use glTexSubImage* to update the entire thing or just a subsection of it.  You could use the PBO extension for possible speed gains doing that.  For doing arbitrary image updates the data needs to come from somewhere, and that somewhere will be your application so you're always going to need to upload new image data to the card.If you're willing to limit the image manipulations you want to do you can get away with rendering into the texture (possibly using shaders for more effects) or even using the imaging subset if your card supports it (it was added to core OpenGL in 1.2 but it's optional).Hope that helped.   