Hey guys i couldnt exactly find a  solution  and the maya docs on this arent 
clear at all. 
I currently have the implementation working for the old viewport working and i 
cant find anything on the getting the 2.0 to work.

so far heres the code i have. 

in my maya scene i have a file node with a file plugged in so i can have image 
data existing without it being plugged in.

now it does set the overall color when the texture  doesnt exist(which is what 
i have it set up to do) but i think im missing a step in setting it up or 
setting to the gl or something



               MHWRender::MTextureManager *textureManager = 
renderer->getTextureManager();
                if(textureManager){
                    MImage image;
                    MSelectionList selection;
                    selection.add("file1");
                    MObject obj;
                    selection.getDependNode(0, obj);

                    image.readFromTextureNode(obj);

                    image.resize(1024, 1024, false);
                    unsigned int width, height;
                    image.getSize(width, height);



                    MHWRender::MTextureDescription textureDesc;
                    textureDesc.setToDefault2DTexture();

                    textureDesc.fWidth = width;
                    textureDesc.fHeight = height;
                    textureDesc.fDepth = 1;
                    textureDesc.fBytesPerRow = 4*width;
                    textureDesc.fBytesPerSlice = 
textureDesc.fBytesPerRow*height;
                    textureDesc.fTextureType = MHWRender::kImage2D;

//                    textureDesc.fEnvMapType = MHWRender::kEnvNone;

                    // Construct the texture with the screen pixels
                    mColorTexture.texture = textureManager->acquireTexture("", 
textureDesc, image.pixels());



                    if(mColorTexture.texture){
                        mColorTexture.texture->textureDescription( textureDesc 
);
                        fColorShaderInstance->setParameter("diffuseColor",  
mColorTexture);
//                        textureManager->releaseTexture(texture);
                        cout << "got texture" << endl;
                    }else{
                        cout << "no texture" << endl;
                        fColorShaderInstance->setParameter("diffuseColor", 
&fDiffuse[0]);
                    }
                }
            }

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