23-Oct-2015 22:47

Allocating updatings

of Image uses a library called "free Image" under the hood. You don't need to call this before loading an image, but for when you want to allocate space ahead of when you are going to use the image. Set the pixels of the image from an of Pixels instance.This allocates space in the of Image, both the of Pixels and the of Texture that the of Image contains. Set the pixels of the image from an of Pixels instance, for an of Float Image these need to be of Float Pixels, for an of Image these need to be unsigned chars.

space ahead of when you are going to use the image. This does cause the image to be reallocated and the texture to be updated, so it can be an expensive operation if done frequently.y y position of upper-left corner of region to crop. You should ensure that you turn on depth sorting using gl Enable(GL_DEPTH) before trying to draw multiple objects into z-space. This turns on or off the allocation and use of a texture.Draws the of Image into the x,y,z location and with the width and height, with any attendant scaling that may occur from fitting the of Image into the width and height. any time you change the image (loading, resizing, converting the type), of Image will upload data to an opengl texture.You should ensure that you turn on depth sorting using gl Enable(GL_DEPTH) before trying to draw multiple objects into z-space. It may not be necessary, though, and it could be that you need to save memory on the graphics card, or that you don't need to draw this image on the screen.The types of images can be This crops the image to the w,h passed in from the x,y position. Parameters: x x position of upper-left corner of region to crop. This crops another image into the image the crop From is being called on to the w,h passed in from the x,y position. Converting down, for example from color to grayscale, loses information and is a destructive change.y y position of upper-left corner of region to crop. The w,h are measured from the x,y, so passing 100, 100, 300, 300 will grab a 300x300 pixel block of data starting from 100, 100. For example, you can load in a color image, and convert it to grayscale: Set type of image to one of the following: OF_IMAGE_GRAYSCALE, OF_IMAGE_COLOR, OF_IMAGE_COLOR_ALPHA This does cause the image to be reallocated and the texture to be updated, so it can be an expensive operation if done frequently.

Replaces region in caller image specified by w,h,x,y with pixels from other Image. Converting down, for example from color to grayscale, loses information and is a destructive change.

The w,h are measured from the x,y, so passing 100, 100, 300, 300 will grab a 300x300 pixel block of data starting from 100, 100. x x position of upper-left corner of region to crop. Draws the of Image into the x,y,z location with the default height and width. Parameters: type The type of image, one of the following: If you set the of Image to not use a texture it will contain the pixels of the image but cannot be drawn to the screen without copying its data into an of Texture instance.

The of Image is a useful object for loading, saving and drawing images in open Frameworks. The b Order Is RGB flag allows you pass in pixel data that is BGR by setting b Order Is RGB=false. Set the pixels of the image from an of Pixels instance, for an of Float Image these need to be of Float Pixels, for an of Image these need to be unsigned chars.

of Image is a convenient class that lets you both draw images to the screen and manipulate their pixel data. The w and h values are important so that the correct dimensions are set in the image.

The of Image allows you to load an image from disk, manipulate the pixels, and create an Open GL texture that you can display and manipulate on the graphics card. This assumes that you're setting the pixels from 0,0 or the upper left hand corner of the image.

Loading a file into the of Image allocates an of Pixels object and creates the of Texture to display the pixels. This allows you to create an of Image from another of Image instance, copying all the pixels and the texture data while creating a new texture ID. The type can be of three types: OF_IMAGE_GRAYSCALE, OF_IMAGE_COLOR, OF_IMAGE_COLOR_ALPHA. The b Order Is RGB flag allows you pass in pixel data that is BGR by setting b Order Is RGB=false.

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