replacing "old texture" with new ones !!!

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From: Jasmina Orman (jasmina.orman++at++student.uni-tuebingen.de)
Date: 03/01/2001 10:04:04


Hi,

Last week I send a question how to use texture compression with Prformer.
Well this Problem I already solved, but now I have a new one:

After I done texture compression I'm not able to use my compressed images.
Somehow Performer is always using old textures. I tried with diffrent
techniques to replace these old texture with new ones but it doesn't work.
It seems like Performer has its own internal texture list!

//============================================================
This is what my program is doing:
//-------------------------------------
// first load file
// FILE is of type pfb
// here is all my geometry and textures

root = pfdLoadFile(filename);
scene->addChild(root);

//------------------------------------
// get the texture list
myTexList=pfuMakeSceneTexList(scene);

...
// loop through this texture list and do compression
...
tex_num =myTexList->getNum();
...
pfTexture * tex;
...
for(int s=0;s<tex_num;s++)
      {
               tex =(pfTexture *) myTexList->get(s);
               ...
               tex->getImage(&image, &comp, &ns, &nt, &nr);

               // COMPRESS IMAGE AND PUT THE RESULT IN THE NEW IMAGE BUFFER :img

               img =(unsigned int *) malloc(compressedSize * sizeof(unsigned
int));
               ...
               Compress(image, img);
               ...

               //*****************************
               // NOW THE PROBLEM
               //*****************************
               // here I tried to replace tex-image with new one img
              // tex->freeImage();
              // for example
              tex->setImage(img, comp, ns, nt, nr);

              // or creat new txture and new tex List : also it doesn't work

      }

 // now I want to download my new tex list into tex-memory
 // but it shows ald textures
 pfuDownloadTexList(myTexList,PFUTEX_SHOW);

//======================================================================

Is there any way that I could put the new image buffer into pfTexture or
replace old texList with a new one ?

(I know that compression works because I printed the img buffer into a
file and
 it is a compressed one and the size is also smaller.)

All this I do when I'm setting up my channel . Is it a wrong stage for
this ?

How can I query the amount of texture memory that is used by my Programm.
(don't want to pfNotifyLevel(4);)

I hope someone will have at least one answer to one of my question !
Thanks
Jasmina


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