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14 | <TITLE>Hardware Buffers In OGRE: Textures</TITLE> |
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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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