On Wed, 14 Oct 2015, Ryan Joseph wrote:
On Oct 12, 2015, at 8:39 PM, Reimar Grabowski <reimg...@web.de> wrote:
http://sourceforge.net/p/asmoday/code/HEAD/tree/trunk/asmtypes.pas#l203
Not an example but a straightforward texture class implementation based on
TFPCustomImage. Should work as is for bmp, jpg, png, tga, xpm, if not drop me a
line.
Thanks, this is really helpful.
I see how you populated TFPCustomImage and generated “Data” to store the color
values.
Is it necessary to build an entire subclass or can I just use
TFPMemoryImage to achieve the same effect? I understand now
TFPCustomImage is an abstract class but TFPMemoryImage apparently has
stored values so I should be able to access the “Data” property but these
seem to be accessors to getting single pixel values so I can’t just pass
the entire block into glTexImage2D like you did.
If you need access to the actual memory block, then you must create another
subclass of TFPCustomImage.
TFPMemoryImage stores rgba in 4 word values which is the 'maximum' storage allowed by the API.
There are other subclasses with more common formats, see my other mail.
Michael.
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