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Texture load using string to int replace issue


Texture load using string to int replace issue

By : user2951804
Date : November 18 2020, 03:49 PM
fixed the issue. Will look into that further that is because in first your next frame is "frame_000" so the replace method will replace 000 with 21 as you can see but after that your nextFrame variable is "frame_21" so there is no "000" in your string so your replace method wont do anything so nextFrame will stay at frame_21
Nextframe = Nextframe.Replace ("000", framestring); wont do anything after the first replace because its string doesnt conatins 000
code :


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Java - LWJGL Loading texture, only the lastest texture that I load works

Java - LWJGL Loading texture, only the lastest texture that I load works


By : Janis Whitaker
Date : March 29 2020, 07:55 AM
help you fix your problem If you are having trouble with your Texture loader, try out mine here: LWJGL Textures and Strings
If you really don't want to, compare your code to mine and see if there is anything wrong.
Is it possible to load a texture into OpenGL without first loading the entire texture into regular RAM?

Is it possible to load a texture into OpenGL without first loading the entire texture into regular RAM?


By : Thissa
Date : March 29 2020, 07:55 AM
around this issue Most image file formats are either compressed or heavily coded. So at least some parts of them must first pass through regular system memory. However it is not necessary to allocate a buffer for the whole image in system RAM, if you use a OpenGL buffer object. It will however likely end up allocating the buffer object in VRAM, so you have the data there twice, at least for some time.
The cliff notes on how to use it is
code :
size_t buffer_size = ...;
GLuint buffer_id;
glGenBuffers(1, &buffer_id);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer_id);
glBufferData(GL_PIXEL_UNPACK_BUFFER, buffer_size, NULL, GL_STATIC_DRAW);

void *buffer_ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
size_t offset_into_buffer = ...;
read_image_pixels_into_buffer((char*)buffer_ptr + offset_into_buffer);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);

glTexImage2D(..., (void*)((uintptr_t)offset_into_buffer));

glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDeleteBuffers(1, &buffer_id);
OpenGL image load and store: bake screenspace texture into UV space texture

OpenGL image load and store: bake screenspace texture into UV space texture


By : Henry McGinnis
Date : March 29 2020, 07:55 AM
it helps some times Your proposed way is certainly one method to do it, and actually it's quite common. The other way is to to a back projection from screen space to texture space. It's not that hard as it might sound at first. Basically for each triangle you have to find the transformation of the tangent space vectors (UV) on the models surface to their screen counterparts. In addition to that transform the triangle itself to find the boundaries of the screen space triangle in the picture. Then you invert that projection.
Load big size image issue in imageview . Bitmap too large to be uploaded into a texture

Load big size image issue in imageview . Bitmap too large to be uploaded into a texture


By : Sarah Silva
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , Problem
This problem is usually related either to OpenGL maximum texture size or the Device Memory. The full error you are getting is probably something like
Libgdx cannot load texture issue

Libgdx cannot load texture issue


By : Brittney Kernan
Date : March 29 2020, 07:55 AM
it should still fix some issue Cannot load any texture, it worked fine, now it doesn't work, don't know why. , Try it like this:
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