forked from bartvdbraak/blender
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.
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@ -357,6 +357,12 @@ PyObject * Texture_refresh (Texture * self, PyObject * args)
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Py_RETURN_NONE;
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Py_RETURN_NONE;
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}
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}
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// get OpenGL Bind Id
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PyObject * Texture_getBindId (Texture * self, void * closure)
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{
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unsigned int id = self->m_actTex;
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return Py_BuildValue("h", id);
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}
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// get mipmap value
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// get mipmap value
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PyObject * Texture_getMipmap (Texture * self, void * closure)
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PyObject * Texture_getMipmap (Texture * self, void * closure)
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@ -430,6 +436,7 @@ static PyGetSetDef textureGetSets[] =
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{
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{
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{(char*)"source", (getter)Texture_getSource, (setter)Texture_setSource, (char*)"source of texture", NULL},
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{(char*)"source", (getter)Texture_getSource, (setter)Texture_setSource, (char*)"source of texture", NULL},
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{(char*)"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, (char*)"mipmap texture", NULL},
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{(char*)"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, (char*)"mipmap texture", NULL},
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{(char*)"bindId", (getter)Texture_getBindId, NULL, (char*)"OpenGL Bind Name", NULL},
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{NULL}
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{NULL}
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};
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};
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