Re: [PyOpenGL-Users] Textures usage
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From: Frédéric <fre...@gb...> - 2010-01-08 16:10:46
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On vendredi 08 janvier 2010, Gijs wrote:
> > Ok, I will first try glCopyTexImage2D. From where should I call it?
> > Should it be in a GL-specific context? What if the image ratio change?
> > How do I handle this? Can I resize the texture?
>
> Well, depends on your implementation where you'd want to put the
> glCopyTex command, but probably somewhere after or before the drawing
> function.
My goal is to make a slideshow program. So, new images are loaded according
to the timeline... But I presume that I can't use opengl functions outside
initializeGL(), resizeGL() or paintGL() methods, in my callback binded to
that timeline?
> If you want to draw a texture that has dimensions of 512x512
> on a 640x480 screen, OpenGL just resizes the texture accordingly. The
> final image might look a bit crushed or stretched, depending on the
> resolution that you draw at and the original resolution of your
> texture, so you might need something like mipmapping to fix this. But
> try it without mipmapping first.
My question was more about the ratio; as you can see in the code, I compute
the mapping of the texture from the image size. But then, if I want to load
a new image with a different ratio, how do I expand/shrink the previous
one?
--
Frédéric
http://www.gbiloba.org
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