Jump to content

Texture Manager and OpenGLGraphic description: Difference between revisions

From LinuxMCE
mNo edit summary
m beautification
 
Line 3: Line 3:


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)
- 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.
- 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.  
* 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 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
* OpenGLEngine creates an TextureManager
- at every frame at start we should  
* at every frame at start we should  


Manages multiple graphics and geometry lists:
Manages multiple graphics and geometry lists:


- textures for pending for convert
* textures for pending for convert
std::list <OpenGLGraphic*> WaitForConvert;
std::list <OpenGLGraphic*> WaitForConvert;
 
* texture indexes which needs to be removed  
- 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;
- Geometry cache, it keeps all geometry with uniques IDs. It can be used for store local objects.
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;