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mix RGBA pixmap with texture


mix RGBA pixmap with texture

By : Martin Shaw
Date : November 15 2020, 06:54 AM
I wish did fix the issue. You can render to a texture with a framebuffer object (FBO).
At the start of your program, create an FBO and attach the texture to it. Whenever you need to draw a stroke, bind the FBO and draw the stroke as if you were drawing it to the screen (with triangles). The stroke gets written to the attached texture.
code :


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Copy depth texture to RGBA texture

Copy depth texture to RGBA texture


By : atomic_dawn
Date : March 29 2020, 07:55 AM
should help you out If it needs to be fast, I'd say render an orthograhic quad the size of the texture and use a shader to read from the depth texture and write to the target texture.
If performance doesn't matter that much you can use PBOs (might even be faster depending on your render pipeline but stalls the CPU). Here's an overview on said PBOs
How to use X11 Pixmap as a OpenGL texture using GLX_EXT_texture_from_pixmap in C?

How to use X11 Pixmap as a OpenGL texture using GLX_EXT_texture_from_pixmap in C?


By : Saurabh Mittal
Date : March 29 2020, 07:55 AM
help you fix your problem It's a extension, so the reliable way to access it is through the extension mechanism. glXGetProcAddress and friends. I suggest using a ready-to-use extension loader like GLEW.
Overlap Pixmap in a Texture

Overlap Pixmap in a Texture


By : Rith
Date : March 29 2020, 07:55 AM
I wish this help you Try drawing the smaller pixmap to the biggest one, and then to the Texture:
code :
Pixmap imgA = new Pixmap(Gdx.files.internal(back));
Pixmap imgB = new Pixmap(Gdx.files.internal(overlay));             
Texture dynamicTexture = new Texture(200, 200, Pixmap.Format.RGBA8888);
imgA.draw(imgB, 27, 27);
dynamicTexture.draw(imgA, 0, 0);
libGDX Pixmap and Texture performance

libGDX Pixmap and Texture performance


By : Kelsey
Date : March 29 2020, 07:55 AM
will be helpful for those in need
Yes, this reduces the number of times textures need to be swapped while rendering. This is typically much faster than using separate images.
Modifying pixel RGBA values of texture using glTexSubImage2D does not update the texture

Modifying pixel RGBA values of texture using glTexSubImage2D does not update the texture


By : dhirajlog
Date : March 29 2020, 07:55 AM
I hope this helps you . You have to create a Direct buffer, to commit the data by glTexSubImage2D
I recommend to create a ByteBuffer, somehow like this:
code :
ByteBuffer buffer = ByteBuffer.allocateDirect(data.length);
buffer.put(data);
buffer.flip();
glTexSubImage2D(GL_TEXTURE_2D,0,x,y,1,1,GL_RGBA,GL_UNSIGNED_BYTE,buffer);
glTexSubImage2D(GL_TEXTURE_2D,0,x,y,1,1,GL_RGBA,GL_UNSIGNED_INT,data);
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