Hello:

Oooo, I'll have to check it later.  Thank you for the catch

Take care

Garrett
On May 3, 2007, at 3:46 PM, [EMAIL PROTECTED] wrote:

Thanks, I will try that.  I was wondering  about:
bufPtr[3] = 1;

It looks like this is for when the pixel should be visible. Isn't this the alpha channel? Shouldn't that be 255?
Thanks Again
-- Rick


On 5/3/07, Garrett Potts <[EMAIL PROTECTED]> wrote:
Hello:


I typically use the setImage method and this seems to work fine. I have never tried going the allocateImage route:


here is some code (Only doing the unsigned 8 bit part) of our own internal image data format being converted and used as an osg::Image:


void ossimPlanetImage::fromOssimImage(ossimRefPtr<ossimImageData> data,
                                      bool reassignNullFlag,
                                      double nullValue)
{
   ossim_uint32 w = 0;
   ossim_uint32 h = 0;
   GLint internalFormat = GL_LUMINANCE;
   GLenum pixelFormat   = GL_LUMINANCE;
   GLenum type          = GL_FLOAT;
   osg::Image::AllocationMode allocMode = osg::Image::USE_NEW_DELETE;
   unsigned char* buf = 0;
   if(data.valid())
   {
      w = data->getWidth();
      h = data->getHeight();
      switch(data->getScalarType())
      {
case OSSIM_UINT8: // only support 1 to 3 band and will convert to RGBA gl type
         {
            if(data->getNumberOfBands()>0)
            {
               ossim_uint8 nullPix = (ossim_uint8)data->getNullPix(0);
ossim_uint32 sizeInBytes = data- >getSizePerBandInBytes()*4;
               buf = new unsigned char[sizeInBytes];
               unsigned char* bufPtr = buf;


               memset(buf, 0, sizeInBytes);


               if(data->getBuf()&&
                  data->getDataObjectStatus() != OSSIM_EMPTY)
               {
                  unsigned char* dataBuf[3];


                  dataBuf[0] = (unsigned char*)data->getBuf(0);
                  if(data->getNumberOfBands() > 1)
                  {
                     dataBuf[1] = (unsigned char*)data->getBuf(1);
                  }
                  else
                  {
                     dataBuf[1] = (unsigned char*)data->getBuf(0);
                  }
                  if(data->getNumberOfBands() > 2)
                  {
                     dataBuf[2] = (unsigned char*)data->getBuf(2);
                  }
                  else
                  {
                     dataBuf[2] = (unsigned char*)data->getBuf(0);
                  }
ossim_uint32 area = data->getWidth()*data- >getHeight();
                  ossim_uint32 idx = 0;
                  for(;idx < area; ++idx)
                  {
                     if((*dataBuf[0] != nullPix)||
                        (*dataBuf[1] != nullPix)||
                        (*dataBuf[2] != nullPix))
                     {
                        bufPtr[0] = *dataBuf[0];
                        bufPtr[1] = *dataBuf[1];
                        bufPtr[2] = *dataBuf[2];
                        bufPtr[3] = 1;
                     }
                     else
                     {
                        bufPtr[3] = 0;
                     }
                     bufPtr+=4;
                     ++dataBuf[0];
                     ++dataBuf[1];
                     ++dataBuf[2];
                  }
                  internalFormat = GL_RGBA;
                  pixelFormat    = GL_RGBA;
                  type           = GL_UNSIGNED_BYTE;
               }
            }
            break;
         }
         default:
         {
            // not supported yet
            break;
         }
      }
   }


   if(buf)
   {
setImage(w, h, 1, internalFormat, pixelFormat, type, buf, allocMode);
   }


Note: osismPlanetImage just derives from osg::Image. Calling setImage seems to work fine. This is then used as a glTexture.




Hope this helps some


Take care


Garrett



On May 3, 2007, at 3:14 PM, [EMAIL PROTECTED] wrote:

Thanks, but no dice

On 5/3/07, Michael Henheffer <[EMAIL PROTECTED] > wrote:
Hi Rick,

I'm not sure if this will fix your problem but try calling dirty() on
the image after you modify the data.

Mike

[EMAIL PROTECTED] wrote:
>
> 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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> http://www.openscenegraph.org/

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