Re: HW-texture representation on Impact

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Marcus Barnes (marcus++at++multigen.com)
Tue, 21 Jan 1997 11:15:59 -0800


On Jan 21, 6:24pm, Angus Dorbie wrote:
> On Jan 21, 6:17pm, Vector Technologies wrote:

> > Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
> > want to run the same application on both machines with the same quality, is
> > it possible under Performer to override the default parameters in order not
> > to have to modify the attribute of the textures under MultiGen?
>
> You'd have to traverse the scene graph and change the pftextures.

... or you can fetch the loader's shared palette and walk its list of
pfTextures. Do this after loading, but before downloading the textures or
calling pfFrame():

#include <Performer/pfdb/pfflt.h>

static void
TexFormat ( void )
{
    fltSharedPalette* palette = fltGetCurSharedPalette();
    pfList* texList = palette->texList;
    int howMany = pfGetNum ( texList );
    int which;

    for ( which = 0; which < howMany; ++ which )
    {
        fltSharedObj* obj = pfGet ( texList, which );
        pfTexture* tex = ( pfTexture* ) obj->object;

        int comp;
        unsigned* image;
        int ns;
        int nt;
        int nr;

        pfGetTexImage( tex, & image, & comp, & ns, & nt, & nr );
        switch ( comp )
        {
            case 4:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8 );
                break;
            case 3:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_8 );
                break;
            case 2:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_IA_8 );
                break;
            case 1:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_I_8 );
                break;
        }
    }
}

Regards.

--
+ Marcus Barnes, Technical Staff        mailto:marcus++at++multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
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