![]() May be undef to request that OpenGL allocate space for the texture without loading any data into it. dataĪ scalar-ref containing the bytes to be loaded. Setting this to a non-zero value calls glTexSubImage2D, which requires that the image has already had its storage initialized. (the main image) internal_formatĭefaults to "internal_format", and if that isn't set, defaults to something matching format. (and other targets are not supported yet) levelĭefaults to 0. It uses the same parameter names documented at with defaults coming from the attributes of the object. This method is called automatically during the first call to "bind" if loader or filename are set.Ī single non-hashref argument is assumed to be a filename to pass to the loader.Ī hashref argument is treated as arguments to glTexImage2D or glTexSubImage2D. "loader" or "filename" can be configured in advance. When no arguments are given, the normal mechanism is to call $self->loader->($self, $self->filename). load $tex->load # from 'loader' or 'filename' If this texture has a "loader" or "filename" defined and has not yet been "loaded", this automatically calls "load". If "tx_id" does not exist yet, it gets created. Make this image the current texture for OpenGL's $target, with the default of GL_TEXTURE_2D. Setting does not take effect until "loaded", but after that a change to this attribute takes effect immediately, causing the texture to be bound in the process. When loading any "simple" image format, this setting controls whether mipmaps will be automatically generated. ![]() mipmapīoolean, whether texture has (or should have) mipmaps generated for it. has_alphaīoolean of whether the texture contains an alpha channel. The enum (integer) of the internal storage format of the texture. has_tx_idĬheck this to find out whether tx_id has been initialized. Triggers "load" if image is not yet loaded. Original height of the image independent of whether it got stored in a power-of-two texture. Original width of the image independent of whether it got stored in a power-of-two texture. This is not automatically aware of data you load yourself via calls to glTexImage or glTexSubImage. loadedīoolean whether any image data has been loaded yet. Gets executed as $tex->$loader($filename). If not set, the loader is determined from the "filename" and if that is not set, nothing gets loaded on creation of the texture id tx_id. loaderĪ method name or coderef of your choice for lazy-loading the image data. ![]() If not set, the texture will not have any default image data loaded. Path from which image data will be loaded. Human-readable name of this texture (not GL's integer "name") filename Texture = new Texture2D(graphicsDevice, image.Width, image.OpenGL::Sandbox::Texture - Wrapper object for OpenGL texture VERSION Marshal.Copy(bitmapData.Scan0, data, 0, data.Length) If (bitmapData.Stride != image.Width * 4) ImageLockMode.ReadOnly, .Format32bppArgb) Var data = new byte īitmapData bitmapData = image.LockBits(new (0, 0, image.Width, image.Height), Fix up the Image to match the expected format Starting line #330 in : #if WINDOWS || LINUX || ANGLEīitmap image = (Bitmap)Bitmap.FromStream(stream) I have no idea why, but not using RGBToBGR and instead exchanging red and blue manually in the data-array ( line #348) did the trick. I tried Monogame’s OpenGL Windows implementation and got the same results.Īfter looking deeper into this i found that there seems to be a problem in the ImageEx.RGBToBGR method. ![]() Using XNA this resulted in a strange color bugs. I tried to load this png image using Texture2D.FromStream. Today I found something that seems to be a bug in XNA and Monogame.
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