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  Get texture Data from LWJGL Given a Texture Id?  (Read 1758 times)
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Online wessles

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« Posted 2013-10-09 23:10:35 »

So, in my texture class, I want to be able to get a buffered image (or any kind of image data) from lwjgl based off of a texture id. Is there a way to do that?

Offline Cero
« Reply #1 - Posted 2013-10-09 23:19:22 »

you do use the search function of this board, right ?

Online wessles

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« Reply #2 - Posted 2013-10-09 23:52:39 »

I did, and could not find anything  Sad
Here is what I looked up:
And others. Could not find anything. Just like myself to not search the obvious keywords though... Did you find the answer here?

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Offline Agro
« Reply #3 - Posted 2013-10-09 23:54:34 »

Shouldn't you have the image data in the first place if you even have an ID for it?

Online wessles

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« Reply #4 - Posted 2013-10-09 23:59:05 »

Yes, but I had an issue with loading the texture before GLContext. One troubleshoot led to another, and this seemed like the best choice, if I want to have only one parameter. Just tidying up code Smiley! I am trying to make this constructor so that I won't have to always input the BufferedImage. There are other things about it that kind of blend into a big web of code that I would have to explain, so I would rather end off explaining my problems here (unless someone wants the full story).
Is it possible? That is all I want to know.

Offline HeroesGraveDev

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« Reply #5 - Posted 2013-10-10 00:19:14 »

You'd have to read from the texture's buffer, then decode that into a bufferedimage.

I won't go into detail because a) I don't know the exact API calls (if they exist); and b) Agro is right; why do you even need to do this? You should think about how you are going about this problem, and just do things the sensible way.

Online wessles

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« Reply #6 - Posted 2013-10-10 00:25:30 »

Okay, I get it now. Some words you used sparked google away and found out about glGetTexImage.

Don't worry, it is sensible. Doing this would save a LOT of time, and be more efficient. Like I said, I just want need an answer, and don't really have time to explain the details (currently 50 mins from bedtime, need to cram all the coding I can get in).

Thanks everyone!

Offline davedes
« Reply #7 - Posted 2013-10-10 01:41:21 »

Very easy to find this through a google search.

There are realistically very few instances where this is a good approach. If you need to modify something per-pixel, and you can't use a shader, then just store the image in RAM after you decode it (either through ImageIO, PNGDecoder, etc).

It's really slow to grab pixels from a texture, and not supported in GL ES (mobile/web).

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