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  Reading an Image into an IntBuffer for textures  (Read 1744 times)
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Offline Koen Samyn

Senior Newbie

« Posted 2006-03-08 09:05:32 »

At the moment i'm using this method to create an IntBuffer from an image file :

BufferedImage img =;
int[] rgbs = new int[img.getWidth()*img.getHeight()];
IntBuffer buffer = IntBuffer.wrap(img.getRGB(0,0,img.getWidth(),img.getHeight(),rgbs,0,img.getWidth()));

Is there a better way to do this ?


Offline Riven
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Hand over your head.

« Reply #1 - Posted 2006-03-08 11:03:46 »

For textures you need a direct-buffer, so you'd need a few more lines of code.

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Offline Koen Samyn

Senior Newbie

« Reply #2 - Posted 2006-03-08 15:33:53 »

It does work this way , the complet code is :

BufferedImage img =;
int[] rgbs = new int[img.getWidth()*img.getHeight()];
IntBuffer buffer = IntBuffer.wrap(img.getRGB(0,0,img.getWidth(),img.getHeight(),rgbs,0,img.getWidth()));         
if (mipmapped) {
} else {

It just looks like there is a lot of copying going on.


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Offline syndicatedragon

Senior Newbie

The Internet!? Is that thing still around?

« Reply #3 - Posted 2006-03-10 23:28:07 »

If you're using jogl, consider the com.sun.opengl.util.texture package. It lets you do this:

Texture myTexture;
URL url = new URL("data/texture.png");
myTexture = TextureIO.newTexture(url, mipmapped, null);

(you need some exception handling in there too, but you get the gist)

Then, when you want to use the texture in your rendering:


Pretty simple.
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