Texture Format for dynamic change

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Javier Abadia (jabadia++at++sfe.indra.es)
Tue, 24 Aug 1999 08:02:05 +0200


Hello all:

I'm trying to dynamically modify textures. I follow these steps:

pfTexture *tex = new pfTexture;

tex->loadFile("myFile.rgb");
tex->setLoadMode(PFTEX_LOAD_SOURCE, PFTEX_SOURCE_IMAGE);

Then, each frame I call this function (from APP):

void modify_texture(void)
{
    static unsigned int *m_bits;
    static int m_planes, m_width, m_height;

    if(first_time)
    {
        tex->getImage(&m_bits, &m_planes, &m_width, &m_height, NULL)
    }

    ...
    do some modification on m_bits
    ...
     
    tex->setLoadImage(m_bits);
}

I have two questions:

1. Does any of these pfFunctions need to be called in any special
process? I'm calling them in APP and seems to work fine.

2. In order to achive good performance, I understand that I should
minimize texture reformatting. Moreover, I would like to do
modifications
using 16 bit texels with 4 bits per component, which is the internal
texture format as well, isn't it?

How do I get pfTexture::getImage() return m_bits in that format?
I have tried using pfTexture::setFormat() but I think I don't understand
it very well. When should I call setFormat(), and what tokens should
I pass?

pfThank you!

-- 
Javier Abadia Miranda    /            Ingeniero en Informatica
MADRID (SPAIN)          /  Especialista en Informatica Grafica

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