Open andreirt opened 8 years ago
Hello,
I made some changes regarding loading textures for use in bottoms, so images don't need to have an alpha channel.
Best, Andrei
BasEngine.h
// mode can be GL_RGB GLuint loadTextureImage2D(unsigned char * pixels, int width, int height, int mode = GL_RGBA);
BaseEngine.cpp
GLuint BaseEngine::loadTextureImage2D(unsigned char * pixels, int width, int height, int mode) { GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLuint new_texture; glGenTextures(1, &new_texture); glBindTexture(GL_TEXTURE_2D, new_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D( GL_TEXTURE_2D, 0, mode, width, height, 0, mode, GL_UNSIGNED_BYTE, pixels ); glBindTexture(GL_TEXTURE_2D, last_texture); return new_texture;
};
ofxImGui.cpp
GLuint ofxImGui::loadPixels(ofPixels& pixels) { return engine->loadTextureImage2D(pixels.getData(), pixels.getWidth(), pixels.getHeight(), pixels.getBytesPerPixel() == 4 ? GL_RGBA : GL_RGB); }
Hello,
I made some changes regarding loading textures for use in bottoms, so images don't need to have an alpha channel.
Best, Andrei
BasEngine.h
// mode can be GL_RGB GLuint loadTextureImage2D(unsigned char * pixels, int width, int height, int mode = GL_RGBA);
BaseEngine.cpp
GLuint BaseEngine::loadTextureImage2D(unsigned char * pixels, int width, int height, int mode) { GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
};
ofxImGui.cpp
GLuint ofxImGui::loadPixels(ofPixels& pixels) { return engine->loadTextureImage2D(pixels.getData(), pixels.getWidth(), pixels.getHeight(), pixels.getBytesPerPixel() == 4 ? GL_RGBA : GL_RGB); }