[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27617] trunk/blender/source/gameengine/ VideoTexture/Texture.cpp: BGE: bindId property in VideoTexture.Texture ( to get the openGL id of the texture)

Dalai Felinto dfelinto at gmail.com
Sat Mar 20 01:11:25 CET 2010


Revision: 27617
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27617
Author:   dfelinto
Date:     2010-03-20 01:11:25 +0100 (Sat, 20 Mar 2010)

Log Message:
-----------
BGE: bindId property in VideoTexture.Texture (to get the openGL id of the texture)

Now if you have a VideoTexture.Texture you can use its id and draw it with bgl
The Id is only going to be valid if the obj you are getting the VideoTexture.Texture from has a valid texture. In the examples you will see them as planes, that become invisible at load time, but are needed to validate the texture id.

This is a simple example file:
http://blenderecia.orgfree.com/blender/bind_id_simple.blend

And a (much) more advanced one:
http://blenderecia.orgfree.com/blender/bind_id.blend
(get also this image and save it to the same folder of your blend file - http://blenderecia.orgfree.com/blender/mask.png )

Benoit, I couldn't decide on better names so for now I'm glad with this one.

Modified Paths:
--------------
    trunk/blender/source/gameengine/VideoTexture/Texture.cpp

Modified: trunk/blender/source/gameengine/VideoTexture/Texture.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/Texture.cpp	2010-03-19 23:14:42 UTC (rev 27616)
+++ trunk/blender/source/gameengine/VideoTexture/Texture.cpp	2010-03-20 00:11:25 UTC (rev 27617)
@@ -357,6 +357,12 @@
 	Py_RETURN_NONE;
 }
 
+// get OpenGL Bind Id
+PyObject * Texture_getBindId (Texture * self, void * closure)
+{
+	unsigned int id = self->m_actTex;
+	return Py_BuildValue("h", id);
+}
 
 // get mipmap value
 PyObject * Texture_getMipmap (Texture * self, void * closure)
@@ -430,6 +436,7 @@
 { 
 	{(char*)"source", (getter)Texture_getSource, (setter)Texture_setSource, (char*)"source of texture", NULL},
 	{(char*)"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, (char*)"mipmap texture", NULL},
+	{(char*)"bindId", (getter)Texture_getBindId, NULL, (char*)"OpenGL Bind Name", NULL},
 	{NULL}
 };
 





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