Texture reloading just turns objects white

Started by Cowbox, October 15, 2012, 04:23:37 PM

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EgonOlsen

You have to make the implementation return true in containsAlpha() to enable alpha support for the ITextureEffect. About the PixelArray...might be something wrong with it. I never tested it, it was just meant to be a simple example of one way to do it.

Cowbox

:D!!!!!!!!!!! It's alive!!!!!! (I completely didn't see that method. How did I miss that. xD)

It makes sense now why it turned blue instead of using an alpha channel. (What with the whole BGR and ABGR stuff :D)

Thank you so much for your help. :D

I shall now concentrate on ironing out some other problems this method has and tone down how much I'm storing in arrays.

Cowbox

Just a quick question now:

Is there a way to set the GLFiltering based on an object rather than a texture?

If I'm having to update the non filtered one and the filtered one simultaneously the program slows back down. :(

I want to be able to update one and use that in filtered and non filtered form on 2 different objects. :O

EgonOlsen

No. Filtering in GL is defined when uploading the texture. Maybe it's an option to use two textures instead?

Cowbox

Maybe what's an option to use 2 textures instead of what xD?

I'm already using 2 textures.

(I'm having to update the shadow layer concurrently, which I don't really like. :( )

EgonOlsen

Instead of one...if you are using two, use four...i don't know. But you can't base filtering on the object, so you have to do it based on the textures and my idea was to use the same texture twice, one filtered and one unfiltered.

Cowbox

Nono, I'm saying, that's exactly what I already have. xD

I have 2 sets of textures, one set is unfiltered, one set it filtered.

I wanted to find a way to only edit one texture but it affect both filtered and unfiltered because if I edit 2 in 1 call, it slows the FPS down. :(

EgonOlsen