/// <summary> /// Load texture from RAF. /// </summary> /// <param name="file">The RAF file entry of the texture.</param> /// <param name="target">Only supports 2D.</param> /// <returns></returns> public bool Create(RAFFileListEntry file, TextureTarget target, SupportedImageEncodings encoding, Logger logger) { bool result = true; this.target = target; // Hacky sanity check if (target != TextureTarget.Texture2D) { return false; } GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); // Create a System.Drawing.Bitmap. Bitmap bitmap = null; if (encoding == SupportedImageEncodings.DDS) { // Special case. result = DDSReader.Read(file, ref bitmap, logger); } else { // Normal case. result = CreateBitmap(file.GetContent(), ref bitmap); } // Pass the Bitmap into OpenGL. if (result == true && bitmap != null) { result = CreateTexture(bitmap, target); } if (result == true) { // Set up texture parameters. GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (Int32)TextureEnvModeCombine.Modulate); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (Int32)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (Int32)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (Int32)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (Int32)TextureWrapMode.Repeat); } return result; }
/// <summary> /// Load texture from RAF. /// </summary> /// <param name="file">The file entry of the texture.</param> /// <param name="target">Only supports 2D.</param> /// <returns></returns> public bool Create(IFileEntry file, TextureTarget target, SupportedImageEncodings encoding, Logger logger) { bool result = true; this.target = target; // Hacky sanity check if (target != TextureTarget.Texture2D) { return(false); } GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); // Create a System.Drawing.Bitmap. Bitmap bitmap = null; if (encoding == SupportedImageEncodings.DDS) { // Special case. result = DDSReader.Read(file, ref bitmap, logger); } else { // Normal case. result = CreateBitmap(file.GetContent(), ref bitmap); } // Pass the Bitmap into OpenGL. if (result == true && bitmap != null) { result = CreateTexture(bitmap, target); } if (result == true) { // Set up texture parameters. GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (Int32)TextureEnvModeCombine.Modulate); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (Int32)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (Int32)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (Int32)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (Int32)TextureWrapMode.Repeat); } return(result); }