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| 14 | <TITLE>Hardware Buffers In OGRE: Textures</TITLE> |
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| 26 | <A NAME="SEC23"></A> |
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| 35 | </TR></TABLE> |
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| 36 | <HR SIZE=1> |
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| 37 | <H3> 2.8.1 Textures </H3> |
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| 38 | <!--docid::SEC23::--> |
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| 39 | <P> |
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| 40 | |
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| 41 | A texture is an image that can be applied onto the surface of a three dimensional model. In Ogre, textures are represented by the Texture resource class. |
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| 42 | </P><P> |
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| 43 | |
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| 44 | <A NAME="SEC24"></A> |
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| 45 | <H3> Creating a texture </H3> |
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| 46 | <!--docid::SEC24::--> |
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| 47 | <P> |
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| 48 | |
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| 49 | Textures are created through the TextureManager. In most cases they are created from image files directly by the |
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| 50 | Ogre resource system. If you are reading this, you most probably want to create a texture manually so that you can provide it with image data yourself. This is done through TextureManager::createManual: |
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| 51 | </P><P> |
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| 52 | |
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| 53 | <TABLE><tr><td> </td><td class=example><pre>ptex = TextureManager::getSingleton().createManual( |
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| 54 | "MyManualTexture", // Name of texture |
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| 55 | "General", // Name of resource group in which the texture should be created |
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| 56 | TEX_TYPE_2D, // Texture type |
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| 57 | 256, // Width |
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| 58 | 256, // Height |
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| 59 | 1, // Depth (Must be 1 for two dimensional textures) |
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| 60 | 0, // Number of mipmaps |
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| 61 | PF_A8R8G8B8, // Pixel format |
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| 62 | TU_DYNAMIC_WRITE_ONLY // usage |
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| 63 | ); |
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| 64 | </pre></td></tr></table></P><P> |
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| 65 | |
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| 66 | This example creates a texture named <EM>MyManualTexture</EM> in resource group <EM>General</EM>. It is a |
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| 67 | square <EM>two dimensional</EM> texture, with width 256 and height 256. It has <EM>no mipmaps</EM>, internal |
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| 68 | format <EM>PF_A8R8G8B8</EM> and usage <EM>TU_DYNAMIC_WRITE_ONLY</EM>. |
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| 69 | </P><P> |
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| 70 | |
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| 71 | The different texture types will be discussed in <A HREF="vbo-update_20.html#SEC30">2.8.3 Texture Types</A>. Pixel formats are summarised in |
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| 72 | <A HREF="vbo-update_21.html#SEC32">2.8.4 Pixel Formats</A>. |
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| 73 | </P><P> |
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| 74 | |
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| 75 | <A NAME="SEC25"></A> |
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| 76 | <H3> Texture usages </H3> |
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| 77 | <!--docid::SEC25::--> |
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| 78 | <P> |
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| 79 | |
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| 80 | In addition to the hardware buffer usages as described in See section <A HREF="vbo-update_5.html#SEC5">2.2 Buffer Usage</A> there are some usage flags specific to textures: |
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| 81 | <DL COMPACT> |
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| 82 | <DT>TU_AUTOMIPMAP |
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| 83 | <DD>Mipmaps for this texture will be automatically generated by the graphics hardware. The exact algorithm used is not |
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| 84 | defined, but you can assume it to be a 2x2 box filter. |
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| 85 | <DT>TU_RENDERTARGET |
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| 86 | <DD>This texture will be a render target, ie. used as a target for render to texture. Setting this flag will ignore all other texture usages except TU_AUTOMIPMAP. |
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| 87 | <DT>TU_DEFAULT |
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| 88 | <DD>This is actualy a combination of usage flags, and is equivalent to TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY. The resource |
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| 89 | system uses these flags for textures that are loaded from images. |
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| 90 | <P> |
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| 91 | |
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| 92 | </DL> |
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| 93 | <P> |
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| 94 | |
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| 95 | <A NAME="SEC26"></A> |
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| 96 | <H3> Getting a PixelBuffer </H3> |
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| 97 | <!--docid::SEC26::--> |
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| 98 | <P> |
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| 99 | |
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| 100 | A Texture can consist of multiple PixelBuffers, one for each combo if mipmap level and face number. To get a PixelBuffer from a Texture object the method Texture::getBuffer(face, mipmap) is used: |
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| 101 | </P><P> |
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| 102 | |
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| 103 | <EM>face</EM> should be zero for non-cubemap textures. For cubemap textures it identifies the face to use, which is one of the cube faces described in See section <A HREF="vbo-update_20.html#SEC30">2.8.3 Texture Types</A>. |
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| 104 | </P><P> |
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| 105 | |
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| 106 | <EM>mipmap</EM> is zero for the zeroth mipmap level, one for the first mipmap level, and so on. On textures that have automatic mipmap generation (TU_AUTOMIPMAP) only level 0 should be accessed, the rest will be taken care of by the rendering API. |
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| 107 | </P><P> |
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| 108 | |
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| 109 | A simple example of using getBuffer is |
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| 110 | <TABLE><tr><td> </td><td class=example><pre>// Get the PixelBuffer for face 0, mipmap 0. |
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| 111 | HardwarePixelBufferSharedPtr ptr = tex->getBuffer(0,0); |
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| 112 | </pre></td></tr></table></P><P> |
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| 113 | |
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| 114 | <A NAME="Updating Pixel Buffers"></A> |
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| 121 | <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="vbo-update_toc.html#SEC_Contents">Contents</A>]</TD> |
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| 122 | <TD VALIGN="MIDDLE" ALIGN="LEFT">[Index]</TD> |
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| 123 | <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="vbo-update_abt.html#SEC_About"> ? </A>]</TD> |
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| 128 | by <I>Steve Streeting</I> on <I>, 12 2006</I> |
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