Hi everyone

I've been looking a possible texture management solutions for my current project and thought I'd get some input from you all.

The problem
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opengl only allows a limited number of resident texture objects (got by glGenTextures). But most games have a large number of textures that need to be used.

The solution
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write a management class that will use glCopyTexImage2D to update the textures.



What I think would be usefull to many people is how to go about writting the management class.

Personally the one I'm writting will allow the developer to pregenerate a number of blank texture objects of various sizes. Then as the game/app requires a texture it checks to see if it is already active and if not gets a texture object id from the management system and copys the pixel data to video memory.

There are also a number of things to do with unloading images if they are no used very often.

Anyone want to comment on how they solved this problem? I'm hoping to get varous poonts of view for people to look at. once my own code is written and working I'll post it on this thread for people to use.

Dean