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
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