Texture Manager and OpenGLGraphic description: Difference between revisions
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Texturing mechanism in OpenGL is next: | Texturing mechanism in OpenGL is next: | ||
* read the data in a buffer where you know the format (for instance RGB or RGBA) | |||
* convert it from pixel surface to a texture | |||
* get an index that may be used to "paint the geometry" using glEnable(GL_TEXTURE_2D) call using different parameters, as current color, transparency, etc. | |||
Restrictions of OpenGL implementation: | Restrictions of OpenGL implementation: | ||
* OpenGL should be implemented in it's own thread, else the convert textures will not appear to the drawing. | |||
* the textures should be sized as power of two, etc. and the scaling may take time to complete | |||
The conclusion is simple, | The conclusion is simple, | ||
The flow is next: | The flow is next: | ||
* OpenGLEngine creates an TextureManager | |||
* at every frame at start we should | |||
Manages multiple graphics and geometry lists: | Manages multiple graphics and geometry lists: | ||
* textures for pending for convert | |||
std::list <OpenGLGraphic*> WaitForConvert; | std::list <OpenGLGraphic*> WaitForConvert; | ||
* texture indexes which needs to be removed | |||
std::list <OpenGLTexture> WaitForRelease; | |||
std::list <OpenGLTexture> WaitForRelease; | * Geometry cache, it keeps all geometry with uniques IDs. It can be used for store local objects. | ||
std::map<std::string, MeshFrame*> Graphics; | |||
std::map<std::string, MeshFrame*> Graphics; | |||
[[Category: Programmer's Guide]] | [[Category: Programmer's Guide]] | ||
Latest revision as of 20:55, 17 May 2010
| Version | Status | Date Updated | Updated By |
|---|---|---|---|
| 710 | Unknown | N/A | N/A |
| 810 | Unknown | N/A | N/A |
| 1004 | Unknown | N/A | N/A |
| 1204 | Unknown | N/A | N/A |
| 1404 | Unknown | N/A | N/A |
| Usage Information | |||
TextureManager class
Texturing mechanism in OpenGL is next:
- read the data in a buffer where you know the format (for instance RGB or RGBA)
- convert it from pixel surface to a texture
- get an index that may be used to "paint the geometry" using glEnable(GL_TEXTURE_2D) call using different parameters, as current color, transparency, etc.
Restrictions of OpenGL implementation:
- OpenGL should be implemented in it's own thread, else the convert textures will not appear to the drawing.
- the textures should be sized as power of two, etc. and the scaling may take time to complete
The conclusion is simple,
The flow is next:
- OpenGLEngine creates an TextureManager
- at every frame at start we should
Manages multiple graphics and geometry lists:
- textures for pending for convert
std::list <OpenGLGraphic*> WaitForConvert;
- texture indexes which needs to be removed
std::list <OpenGLTexture> WaitForRelease;
- Geometry cache, it keeps all geometry with uniques IDs. It can be used for store local objects.
std::map<std::string, MeshFrame*> Graphics;