texture2d

OpenTk texture not display the image

本秂侑毒 提交于 2020-01-16 15:47:14
问题 OpenTk texture not display the image It shows only a white triangle, but not with the image i try to load. Here is my code: using System; using System.Collections; using System.Collections.Generic; using System.Drawing; using System.Drawing.Imaging; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using OpenTK.Input; namespace StarterKit{ class Game : GameWindow { uint Texture; public Game() : base(800, 600, GraphicsMode.Default, "OpenTK Quick Start Sample") { VSync =

XNA BlendState with SpriteBatch

生来就可爱ヽ(ⅴ<●) 提交于 2020-01-15 09:18:29
问题 We are needing a BlendState to act as the following: Transparent PNGs are drawn as expected, with anything behind them preserved We use Color.White to draw a PNG as-is We will change the alpha channel of the color to change the "opacity" of the texture To get this effect, BlendState.AlphaBlend is close, but draws white as the transparent part if we set alpha to 100 or any number other than 255. So we attempted this: _blendState = new BlendState(); _blendState.AlphaSourceBlend = Blend

XNA draw / paint onto a Texture2D at runtime

。_饼干妹妹 提交于 2020-01-12 07:17:29
问题 Morning all (if its morning where you are) I have been looking around and have not seen a satisfactory method for doing this so thought I would ask around... Ideal world I would like to be able to generate a transparent Texture2D object. Drawing this to the screen I would like to be able to "paint" to it, i.e. when the left mouse button is down whatever pixel the cursor is over should be set to black. Following this I would then need to be able to use this texture. Using the texture is the

How to make Texture2D Readable via script

亡梦爱人 提交于 2020-01-08 21:57:27
问题 I want to make user able to decode the QR image loaded from the gallery, I have found a plugin to explore and load the image as a texture2D, but to decode that QR code, the Texture2D has to be readable/writable, And I checked the plugin, for Android it's doing the exploring and loading stuff with a jar and in IOS platform it's using a packaged library, so I have no access to the code of the lib, I have searched for the answer, the most solution was to change the importing setting of texture

How to make Texture2D Readable via script

主宰稳场 提交于 2020-01-08 21:55:46
问题 I want to make user able to decode the QR image loaded from the gallery, I have found a plugin to explore and load the image as a texture2D, but to decode that QR code, the Texture2D has to be readable/writable, And I checked the plugin, for Android it's doing the exploring and loading stuff with a jar and in IOS platform it's using a packaged library, so I have no access to the code of the lib, I have searched for the answer, the most solution was to change the importing setting of texture

Unload the texture2D that I want to Unload

浪子不回头ぞ 提交于 2020-01-07 05:05:26
问题 I would like to Unload some Texture2D without Unloading everything. Should I create a ContentManager for each Texture2D that I'm supposed to Unload later ? These Texture2D don't have to be Unloaded at the same time) There's something I didn't understand but I don't know what... 回答1: Short answer is yes... although I suspect you may want to opt for groups of textures per content manager instead. e.g. all the textures for a given level / scene etc. 来源: https://stackoverflow.com/questions

The renderer is not using the texture in Open TK

微笑、不失礼 提交于 2020-01-06 17:56:36
问题 Hi I'm trying to use Textures in OpenGL using Open TK. I got a basic example from the official page of OpenTK Framework, but didn't work. I searched here on stackoverflow for some help and changed some parts of the code, but still is not working. (Found and tested: OpenTk texture not display the image) So far I came with this snippet, but this is not displaying the texture (display white instead): UPDATED (With @The Fiddler suggestions) In OpenTK.GLControl.Load event handler: GL.ClearColor

OpengGl 4.2 Texture Mapping not displaying

ぃ、小莉子 提交于 2019-12-25 02:44:35
问题 I'm using cross-platform libraries (glfw, glew, glm) to make a simple texture mapping OpenGl Sample Program. It just takes an image from my computer, which is a 512 x 512 PNG, and is supposed to map it to a square I have displaying. The Program without the texture mapping works great and the square is visible. With the texture mapping Nothing is Visible, could you help me find where the mistake is? Edit: Perhaps I'm missing a binding or something within my "do" drawing-to-the-frame loop? Main

Texture disappears on osx - GL_TEXTURE_2D JOGL Eclipse java

拥有回忆 提交于 2019-12-25 01:24:18
问题 I have some problems with drawing textures in Eclipse. When I run the Java application and when the window popup I only see the texture (red quads from a png.) some milliseconds then everything turns black. I got this code and it works perfectly on all my classmates PC's but not on my Macbook Pro 2012. Run JRE 1.8. Have changed the jogl libary to the ones for mac osx and I dont get any errors when debugging. What I can see is that there is something wrong in the drawQuad function and if I

Why can I not load a texture into my app?

可紊 提交于 2019-12-24 15:44:57
问题 I think texture mapping is a really easy task. Actually, I implemented it many times but failed in this time and don't know why? And I can guarantee that the route to load the texture is right. Any other reasons for my confusion? Here is my code: GLuint mytexture; // two functions below come from NeHe's tut. I think it works well. AUX_RGBImageRec *LoadBMP(CHAR *Filename) { FILE *File=NULL; if (!Filename) { return NULL; } File=fopen(Filename,"r"); if (File) { fclose(File); return