Hello All,
I am stuck trying to work out how to programmatically create an image for a
texture.
Here is what I have so far:
osg::ref_ptr<osg::Image> image = new osg::Image();
int s, t; s=t=256;
image->allocateImage(s, t, 1, GL_BGRA, GL_UNSIGNED_BYTE);
for (int row = 0; row < t; ++row)
{
for (int col = 0; col < s; ++col)
{
unsigned char* newImageData = image->data(col, row);
newImageData[0] = row;
newImageData[1] = col;
newImageData[2] = (row+col)/2;
newImageData[3] = 255 - b;
}
}
// It does not seem to work if I do not write the image out and read it back
in
osgDB::writeImageFile(*image, "temp.bmp");
image = osgDB::readImageFile("temp.bmp");
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(image.get());
...
In this code, I am writing the image to a temp file and then reading it
backout again. It seems that if I do not do this, it does not work. I am
guessing I am not creating the image properly, but the .bmp writer is smart
enough to figure it out whereas the Texture2D does not like it. I tried
looking at the more verbose output and did not see anything different. I
wrote both files out to a .osg file, but they were identical (neither
showing a texture. Where are textures stored when writing osg files
anyway?)
This is actually all in my effort to get the osgDB_lwo reader using the
transparency map from the .lwo file itself. <I did not imagine I would have
such a tough time of it :( >. Even by writing the .bmp out and reading it
back in, I am not getting the alpha channel for the blending. I have tried
allocating the image with "GL_BGR", with no more success.
Like I said, I am sure I am doing something wrong. someone please help :O
Perhaps there are examples somewhere of manually creating an image as a
texture?
You graveling servant
-- Rick
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