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1  Java Game APIs & Engines / JOGL Development / Re: Sharing textures over multiple GLCanvases on: 2012-05-07 22:10:11
How would I go about and do that? I've been trying a few different setups but I can't seem to figure this out.

My initialization looks like this:
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// Creating Tile Canvas and adding it to
// split pane  (subclass of GLCanvas)
GLProfile glP = GLProfile.getDefault();
GLCapabilities glC = new GLCapabilities(glP);
     
tileCanvas = new TileCanvas(glC);
splitPane_1.setLeftComponent(tileCanvas);

// Creating tile selector (subclass of GLCanvas)
this.tileSelector = new TileSelector(glC, tileCanvas.getContext());
splitPane_1.setRightComponent(this.tileSelector);


The only thing that gets it rendering both scenes is if I create another Texture for the TileCanvas and bind it during its rendering.
2  Java Game APIs & Engines / JOGL Development / Sharing textures over multiple GLCanvases on: 2012-05-07 15:53:50
As the title suggests I want to be able to render with the same texture on two different GLCanvases.

I'm building a toolkit (tilemap editor) which would need one GLCanvas to draw the main surface and one to draw the tileset. The reason for keeping those separate is that it makes resizing easier (JSplitPane) and tracking mouse clicks when selecting tiles from the tileset and then when placing them on the actual tilemap.

I've come up with a solution where I store my textures in a Map<GLAutoDrawable, Map<String,Texture>> where I can keep one set of textures per GLAutoDrawable and then access the textures by a string.

Although this works it feels wrong.

Any input is welcome.
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