shadmar Posted April 20, 2013 Share Posted April 20, 2013 I need to save 6 images of my surroundings for a static cubemap at FOV90 Is there anyway I can dump current camera to a image file? 2.5 had a savebuffer, but I couldn't find any similar for 3.0. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Admin Posted April 20, 2013 Share Posted April 20, 2013 buffer->colorcomponent[0]->GetPixels(); Then save the pixel data to a bitmap. Here's some code for loading bitmaps, so it's just this reversed: #pragma once #include "../Leadwerks3D.h" namespace Leadwerks3D { bool BMPLoader::Load(AssetReference* assetreference, Stream* stream) { int format, hsize, pad, hoffset, width, height, planes, bits, compression, isize, xpels, ypels, inuse, size, cols, x, y, r, g, b; Bank* pixels, *data; TextureReference* texturereference = (TextureReference*)assetreference; if (stream->ReadByte()!=Asc("B")) return false; if (stream->ReadByte()!=Asc("M")) return false; hsize=stream->ReadInt(); pad=stream->ReadInt(); hoffset=stream->ReadInt(); size=stream->ReadInt(); width=stream->ReadInt(); height=stream->ReadInt(); planes=stream->ReadShort(); bits=stream->ReadShort(); compression=stream->ReadInt(); isize=stream->ReadInt(); xpels=stream->ReadInt(); ypels=stream->ReadInt(); cols=stream->ReadInt(); inuse=stream->ReadInt(); hoffset -= 54; if (bits==32) { format = TEXTURE_RGBA; } else { format = TEXTURE_RGB; } switch (bits) { case 1: break; case 4: break; case 8: break; case 24: format = TEXTURE_BGR; pixels = CreateBank(width*height*3); //stream->ReadBytes(pixels->buf,pixels->GetSize()); data = CreateBank(width*height*3); //stream->ReadBytes(data->buf,data->GetSize()); for (y=height-1; y>-1; y--) { //for (x=0; x<width; x++) //{ //r = stream->ReadByte(); //g = stream->ReadByte(); //b = stream->ReadByte(); /* r = data->PeekByte(((height-1-y)*width+x)*3+0); g = data->PeekByte(((height-1-y)*width+x)*3+1); b = data->PeekByte(((height-1-y)*width+x)*3+2); pixels->PokeByte((width*y+x)*3+2,r); pixels->PokeByte((width*y+x)*3+1,g); pixels->PokeByte((width*y+x)*3+0,B); */ stream->ReadBytes(pixels->buf + (y*width*3),width*3); //} } // break; case 32: format = TEXTURE_RGBA; pixels = CreateBank(width*height*4); break; default: return false; } texturereference->Initialize(width,height,format,0,0); texturereference->GenerateMipmaps(pixels); delete pixels; return true; } } Quote Link to comment Share on other sites More sharing options...
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