![]() The image now has the correct pixel data, so we can change its layout one more time to make it into a shader readable layout. Or we have to load PNG into SDL surface 1st and then convert surface into a texture Yep, SDLCreateTextureFromSurface(), then free the surface. We now execute the VkCmdCopyBufferToImage() command, where we also need to specify whats the layout of the image, which is TRANSFER_DST_OPTIMAL We also need to send imageExtent for the image size. We have the buffer just at offset 0, and then what exact layer and mipmap we want to copy into, which is just level 0 and 1 layer. Like when we copied the buffers, we need to fill a struct containing the information of what to copy. _image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, & copyRegion ) About Products For Teams Stack Overflow Public questions & answers. Unable to create texture from Textures/background. ![]() How can I load a texture to main memory on a separate thread I am using SDL2 to load png files. imageExtent = imageExtent //copy the buffer into the image vkCmdCopyBufferToImage ( cmd, stagingBuffer. One is a background image and second is foreground. I am creating a new application and I want to support multithreaded textures loading. aspectMask = VK_IMAGE_ASPECT_COLOR_BIT copyRegion. If you want to continue from this point, you can take the variables from main and create a Sprite class and/or Animation class.Bool vkutil :: load_image_from_file ( VulkanEngine & engine, const char * file, AllocatedImage & outImage ) copyRegion. When I load the image of Techs.gif and Techs.bmp, there is no error, but when I load the image of Techs.png. #include "json/json.h" class TextureAtlas Voila. I have three image files, one is Techs.png, one is Techs.gif and one is Techs.bmp. With any look your header file for TextureAtlas will look something like this: #ifndef TEXTURE_ATLAS_H The class does NOT have a default constructor. Note that the constructor takes a string (path to the json file) and a pointer to an SDL_Renderer (for texture loading). There is a separate function to read files from an SDLRWops, if you need an i/o abstraction to provide data from anywhere instead of a simple filesystem read that function is IMGLoadRW(). We’ll use this to load our texture and keep that code away from our json parsing code. SDLTexture from IMGLoad() fails to draw Hot Network Questions What would happen if one side in a trial called the other sides sole attorney to the stand Why is the help provided for Ukraine by the USA government perceived as excessive. SDLSurface image SDLLoadBMP ('image.bmp') IMGSavePNG (image, 'out. loadTexture(), which takes a string and a pointer to an SDL_Renderer. As someone pointed out in this forum thread, there are two undocumented functions that allow you to save a PNG: Thus, we can use this function to do the opposite conversion from BMP to PNG: 1.getTexture(), which returns a pointer to the texture.operator, which takes a string and returns an SDL_Rect pointer.With a little foresight, we’re also going to declare three methods in addition to the constructor and destructor, they are: Next step is to include SDL in your source file, like so: #include Īnd then write your main() and initialize SDL: if ( SDL_Init ( SDL_INIT_VIDEO )) (for reading the file) and json/json.h (for parsing the json, duh!). If you’re using Visual Studio like me, you’ll need to open up your project properties, go to VC++ Directories and add the path to your sdl includes and libraries in the appropriate files (detailed info on that here). It spits out xml files but there are plenty of online converters).įirst off, you’ll want to write your main.cpp and set up SDL in your application. ![]() ![]()
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