Where is the texture buffer pixel data stored?

Blitz3D Forums/Blitz3D Programming/Where is the texture buffer pixel data stored?

JoshK(Posted 2004) [#1]
Here's my idea:

1. Load a series of frames that make up an animated texture.

2. Apply a texture to a mesh that is of the same dimensions as each frame of animation.

3. Every second or whenever the frame changes, change the internal pointer in the texture to point to one buffer of pixel data.


Textures would be animated without having to go through and re-texture each object!


skidracer(Posted 2004) [#2]
Lay out your frames on a single texture page say 4x4.

TextureScale to 400%.

Use TexturePosition to animate.


JoshK(Posted 2004) [#3]
1. Doesn't work for tiling textures (water)

2. Not compatible with a lot of graphics cards.

My guess is even on a good gfx card, it won't display a 256*2048 texture without resizing it.

I DID trick Blitz by poking some internal values. Unfortunately, it requires the entity to be re-textured every frame, which kind of defeats the purpose. If I found the internal DX pointers to the texture data, I could switch those out and not have to poke the "Update my texture" flag on every entity and surface.