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  Problem creating an Image  (Read 3082 times)
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Offline rhbdavid

Junior Newbie





« Posted 2009-08-12 10:16:14 »

Hi,

I try to create an Image out of a ByteBuffer. I can't use the TextureManager direct because the Texture Format is ".ACE" (Microsoft Train Simulator Texture).
I managed to read out the Infos in a ByteBuffer and I tested it directly in OpenGL. It works there so i assume that the ByteBuffer is set up correctly.
But now I like to do the same thing in JME. The first attempt ended in a white Texture and the following to. So I decided to try with a very simple ByteBuffer. Here is the code:
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ACETexture ace = new ACETexture();
            ACELoader.loadACE(ace, file);
           
            ByteBuffer buf = BufferUtils.createByteBuffer(ace.width*ace.height*3);

            for(int j=0; j<ace.width*ace.height; j++)
            {
               buf.put((byte) 255);
               buf.put((byte) 0);
               buf.put((byte) 0);
            }
           
            Image img;
            img = new Image(Format.RGB16, ace.width, ace.height, buf);
            img.setData(ace.imageData);
           
            Texture tex = new Texture2D();
            tex.setMinificationFilter(Texture.MinificationFilter.BilinearNoMipMaps);
            tex.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
            tex.setImage(img);
           
            textures_jme.add(tex);


But when I do it like this, the result is a white plane to. Can anyone tell me, what I'm doing wrong?

Regards
David
Offline Riven
« League of Dukes »

JGO Overlord


Medals: 744
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #1 - Posted 2009-08-12 14:11:36 »

rewind your buffer

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Offline rhbdavid

Junior Newbie





« Reply #2 - Posted 2009-08-12 14:15:37 »

yeah, I realised too after the post but the result is the same (white texture).
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