Re: [Plib-devel] SSG: Using the bitmap loaders for own texture classes?
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From: Jan R. <slo...@gm...> - 2005-08-13 08:22:15
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Am Fri, 12 Aug 2005 16:36:43 +0200 schrieb p.l...@ci...: > You could approach by overriding the default createTexture() method in the > ssgLoaderOptions class, which is then used by almost all 3D loaders. Hello Paolo, thanks for your reply, but I think we're talking about different things. My problem is the texture bitmap loading (loading a texture file into memory so that I can access the pixel data), not the texture generation itself. SSG encapsulates all those steps: - allocate a texture handle - call a loader function that matches the file extension - the loader reads the pixel data into memory - the loader function itself calls ssgMakeMipmaps() on the pixel data array for the actual texture generation What I need: - call the loader function directly - manipulate the pixel data (split image into several tiles) - generate textures from the tiles - set the texture parameters the way I need them Only step one is a problem, because I can't use the loader without automatically invoking ssgMakeMipMaps. The rest is relatively easy. Kind regards, Jan R. -- Jan Reucker email: jan dot reucker at web dot de web: http://www.reucker-online.de |