Bug in GBitmap::sampleTexel
by John Carroll · in Torque Game Engine Advanced · 06/01/2007 (10:22 am) · 0 replies
Hi,
I've found a bug in GBitmap::sampleTexel. The problem was that this function didn't take into account that values in a bitmap might be in RGB order, rather than BGR order. I've reworked this function and it now looks like this:
I've found a bug in GBitmap::sampleTexel. The problem was that this function didn't take into account that values in a bitmap might be in RGB order, rather than BGR order. I've reworked this function and it now looks like this:
ColorF GBitmap::sampleTexel(F32 u, F32 v)
{
ColorI iColor;
// normally sampling wraps all the way around at 1.0,
// but locking doesn't support this, and we seem to calc
// the uv based on a clamped 0 - 1...
Point2F max(F32(getWidth()-1), F32(getHeight()-1));
Point2F posf;
getColor(mClampF(((u) * max.x), 0.0, max.x), mClampF(((v) * max.y), 0.0, max.y), iColor);
return iColor;
}About the author
Working on using Torque as an Image Generator for Tactical Simulations under laser and live fire conditions, for Law Enforcement/Military applications.