On 26/01/2005 at 13:54 D Wysong wrote:

>Another question -- can I use plib to manage what I'm doing if my 
>texture data is already in memory instead of in a file?  I poked at the 
>classes in ssg but all I found were load() methods that used filenames.  
>I can write a class... but if it's already there I'd rather avoid the 
>extra work.
>
>D
>

How about this one from ssg.h, line 729:

  // use this constructor if you already have the texture in memory
  ssgTexture ( const char *fname, GLubyte *image, int xsize, int ysize, int
zsize, 
                     int wrapu = TRUE, int wrapv = TRUE);


The need for the filename is explained in ssgTexture.cxx:


ssgTexture::ssgTexture ( const char *fname, GLubyte *image,
                         int xsize, int ysize, int zsize, 
                         int _wrapu, int _wrapv )
// fname is used when saving the ssgSimpleState to disk.
// If there is no associated file, you can use a dummy name.
{


Cheers - Dave




This message has been checked for viruses but the contents of an attachment
may still contain software viruses, which could damage your computer system:
you are advised to perform your own checks. Email communications with the
University of Nottingham may be monitored as permitted by UK legislation.


_______________________________________________
Flightgear-users mailing list
[email protected]
http://mail.flightgear.org/mailman/listinfo/flightgear-users
2f585eeea02e2c79d7b1d8c4963bae2d

Reply via email to