private static void Update(TextureArray2dGL texArray, IEnumerable <NamedStream> resources)
        {
            var count = resources.Count();

            if (2 > count)
            {
                return;
            }

            var bitmaps = from res in resources select new Bitmap(res.Stream);

            var first          = bitmaps.First();
            var levels         = MathHelper.MipMapLevels(first.Width, first.Height);
            var internalFormat = TextureLoaderDrawing.SelectInternalPixelFormat(first.PixelFormat);

            texArray.SetFormat(first.Width, first.Height, count, levels, (SizedInternalFormat)internalFormat);
            var slice = 0;

            foreach (var bitmap in bitmaps)
            {
                var buffer      = bitmap.ToBuffer();
                var pixelFormat = TextureLoaderDrawing.SelectPixelFormat(bitmap.PixelFormat);
                texArray.Load(buffer, slice, pixelFormat, PixelType.UnsignedByte);
                ++slice;
            }
            texArray.Filter       = TextureFilterMode.Mipmap;
            texArray.WrapFunction = TextureWrapFunction.ClampToEdge;
        }
Beispiel #2
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        /// <summary>
        /// Saves a rectangular area of the current frame buffer into a Bitmap
        /// </summary>
        /// <param name="x">start position in x-direction</param>
        /// <param name="y">start position in y-direction</param>
        /// <param name="width">size in x-direction</param>
        /// <param name="height">size in y-direction</param>
        /// <param name="rotateFlip">If <code>true</code> image will be rotated and flipped, which is correct,
        /// but this is a time-consuming operation and should be switched off for fast screen capturing.
        /// <code>true</code> by default.</param>
        /// <returns>Bitmap</returns>
        public static Bitmap ToBitmap(int x, int y, int width, int height, bool rotateFlip = true)
        {
            var        format = System.Drawing.Imaging.PixelFormat.Format24bppRgb;
            var        bmp    = new Bitmap(width, height);
            BitmapData data   = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, format);

            GL.ReadPixels(x, y, width, height, TextureLoaderDrawing.SelectPixelFormat(format), PixelType.UnsignedByte, data.Scan0);
            bmp.UnlockBits(data);
            if (rotateFlip)
            {
                bmp.RotateFlip();
            }
            return(bmp);
        }