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authorDalai Felinto <dfelinto@gmail.com>2010-03-20 03:11:25 +0300
committerDalai Felinto <dfelinto@gmail.com>2010-03-20 03:11:25 +0300
commit15bd165ca0effa4d0900499eec6f3058c2f18b18 (patch)
treee73b09a9ea74c2316b9b0a4786033a4797dff784 /source/gameengine/VideoTexture/Texture.cpp
parentd50876f8d5f3d857779f53e559f724cb126d6bd3 (diff)
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.
Diffstat (limited to 'source/gameengine/VideoTexture/Texture.cpp')
-rw-r--r--source/gameengine/VideoTexture/Texture.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/Texture.cpp b/source/gameengine/VideoTexture/Texture.cpp
index b8ed38c435d..f97ceb1fa67 100644
--- a/source/gameengine/VideoTexture/Texture.cpp
+++ b/source/gameengine/VideoTexture/Texture.cpp
@@ -357,6 +357,12 @@ PyObject * Texture_refresh (Texture * self, PyObject * args)
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 @@ static PyGetSetDef textureGetSets[] =
{
{(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}
};