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thanks for your clear answer
I will manage to use ARGB by multiplexing data ( i have to save memory)
thank you again for your libraries that saved me a lot of time.
2009-11-12 11:16:01 UTC by https://www.google.com/accounts
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acolubri committed revision 141 to the GLGraphics SVN repository, changing 26 files.
2009-11-10 21:00:33 UTC by acolubri
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acolubri committed revision 140 to the GLGraphics SVN repository, changing 1 files.
2009-11-10 02:33:59 UTC by acolubri
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acolubri committed revision 139 to the GLGraphics SVN repository, changing 2 files.
2009-11-10 02:12:31 UTC by acolubri
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acolubri committed revision 138 to the GLGraphics SVN repository, changing 25 files.
2009-11-08 19:38:28 UTC by acolubri
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Hey, thanks for your comment, in fact this is an important conceptual point I overlooked in the architecture of GLGraphics. GLTextures should only be 4 channel, for two reasons:
* the underlying PImages are always in ARGB format.
* the behavior of rendering a 1 or 2 channel texture is driver dependent, i.e. not well defined.
Because of these two reasons, GLTextures can only be 4 channels...
2009-11-08 18:59:59 UTC by acolubri
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hi,
first thanks for your library, impressive job
I have a byte array b
i try to manipulate it
first how to declare an alpha texture, i tried :
tex0 = new GLTexture(this,nbpixelxy,nbpixelxy,GLConstants.TEX1);
tex0.putByteBuffer(int(b),1);
tex1.render(0, 0, 4096, 4096);
well i see a picture but it seems that my data was converted in an rgba texture and i see a...
2009-11-07 23:50:46 UTC by https://www.google.com/accounts
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acolubri committed revision 137 to the GLGraphics SVN repository, changing 50 files.
2009-11-04 23:08:30 UTC by acolubri
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acolubri made 2 file-release changes.
2009-11-04 22:58:01 UTC by acolubri
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acolubri made 2 file-release changes.
2009-11-04 22:55:05 UTC by acolubri