本文整理汇总了C++中TexturePtr::load方法的典型用法代码示例。如果您正苦于以下问题:C++ TexturePtr::load方法的具体用法?C++ TexturePtr::load怎么用?C++ TexturePtr::load使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TexturePtr
的用法示例。
在下文中一共展示了TexturePtr::load方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: createScene
// -----------------------------------------------------------------------------------------
void CDemoGlassApplication::createScene()
{
m_pSceneManager->createSkyBox(_T("snow.jpg"), 500);
CPepeEngineEntity* pVase = new CPepeEngineEntity(_T("Vase"), _T("Teapot.3ds"));
CPepeEngineSceneNode* pRootNode = m_pSceneManager->getRootSceneNode();
pRootNode->attachObject(pVase);
pRootNode->setPosition(0.0f, 0.0f, -15.0f);
pRootNode->setScale(0.1f, 0.1f, 0.1f);
pVase->setVertexShader(_T("glass.vs"));
pVase->setPixelShader(_T("glass.ps"));
pVase->setCullingMode(CULL_CLOCKWISE);
GPUProgramPtr pVasePS = IPepeEngineGPUProgramManager::getSingleton().getByName(_T("glass.ps"));
TexturePtr pRainbowTexture = IPepeEngineTextureManager::getSingleton().create(_T("Rainbow.tga"));
pRainbowTexture->load();
pVasePS->getParameters()->bindTexture(_T("Rainbow"), pRainbowTexture);
pVasePS->getParameters()->setNamedConstant(_T("indexOfRefractionRatio"), 1.14f);
pVasePS->getParameters()->setNamedConstant(_T("rainbowSpread"), 0.18f);
pVasePS->getParameters()->setNamedConstant(_T("rainbowScale"), 0.2f);
pVasePS->getParameters()->setNamedConstant(_T("reflectionScale"), 1.0f);
pVasePS->getParameters()->setNamedConstant(_T("refractionScale"), 1.0f);
pVasePS->getParameters()->setNamedConstant(_T("ambient"), 0.2f);
pVasePS->getParameters()->setNamedConstant(_T("baseColor"), CPepeEngineVector4(0.78f, 0.78f, 0.78f, 1.0f));
}
示例2: load
//-----------------------------------------------------------------------
TexturePtr TextureManager::load(const String &name, const String& group, TextureType texType,
int numMipmaps, Real gamma, bool isAlpha, PixelFormat desiredFormat,
bool hwGamma)
{
ResourceCreateOrRetrieveResult res =
createOrRetrieve(name,group,false,0,0,texType,numMipmaps,gamma,isAlpha,desiredFormat,hwGamma);
TexturePtr tex = res.first;
tex->load();
return tex;
}
示例3: getShadowTextures
//---------------------------------------------------------------------
void ShadowTextureManager::getShadowTextures(const ShadowTextureConfigList& configList,
ShadowTextureList& listToPopulate)
{
listToPopulate.clear();
set<Texture*>::type usedTextures;
for (ShadowTextureConfigList::const_iterator c = configList.begin(); c != configList.end(); ++c)
{
const ShadowTextureConfig& config = *c;
bool found = false;
for (ShadowTextureList::iterator t = mTextureList.begin(); t != mTextureList.end(); ++t)
{
const TexturePtr& tex = *t;
// Skip if already used this one
if (usedTextures.find(tex.getPointer()) != usedTextures.end())
continue;
if (config.width == tex->getWidth() && config.height == tex->getHeight()
&& config.format == tex->getFormat() && config.fsaa == tex->getFSAA())
{
// Ok, a match
listToPopulate.push_back(tex);
usedTextures.insert(tex.getPointer());
found = true;
break;
}
}
if (!found)
{
// Create a new texture
static const String baseName = "Ogre/ShadowTexture";
String targName = baseName + StringConverter::toString(mCount++);
TexturePtr shadowTex = TextureManager::getSingleton().createManual(
targName,
ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME,
TEX_TYPE_2D, config.width, config.height, 0, config.format,
TU_RENDERTARGET, NULL, false, config.fsaa);
// Ensure texture loaded
shadowTex->load();
listToPopulate.push_back(shadowTex);
usedTextures.insert(shadowTex.getPointer());
mTextureList.push_back(shadowTex);
}
}
}