YES YES YES!!
That worked. Actually, the allocateImage worked fine, alpha and all. It
was just a matter of using GL_RGBA rather than GL_BGRA.
Thanks So Much!
-- Rick
On 5/3/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Rick,
I'm not sure that this will make the difference, but you could try setting
the internal texture format to GL_RGBA, via:
image->setIternalTextureFormat(GL_RGBA);
As there is change that OpenGL doesn't like the GL_BGRA for internal
texture format.
Robert.
On 5/3/07, [EMAIL PROTECTED] <[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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> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
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