Game Development Community

Procedural Textures ...

by Melv May · in Torque Game Engine · 03/12/2002 (3:48 am) · 2 replies

I've set myself simple 'quests' that are targetted to different areas of the engine that give me focus when digging deep into the workings of the engine.

On this note, I've been playing around with the Texture Manager/Objects/Dictionary with a view to creating a Procedural texture facility.

I've manage to get good results but I've had to stick my own code in so that I can walk the TextureDictionary bins as it's currently not exposed via the texturemanager.

Finally to my question ... ... can you modify the TextureManager so that we can get to the hash-texturedictionary in future releases?

This can be handy for those of us writing utilities to play/manage texture information who don't want to break the existing code.

#1
03/12/2002 (3:59 am)
gTexManager.cc now includes:-

U32 TextureManager::GetTextureBinCount() { return TextureDictionary::smHashTableSize; };
TextureObject* TextureManager::GetTextureBin(U32 Bin) { return TextureDictionary::smTable[Bin]; };
TextureObject* TextureManager::GetTextureList() { return TextureDictionary::smTOList; };

gTexManager.h now includes:-

struct TextureManager
{
...
static U32 GetTextureBinCount();
static TextureObject* GetTextureBin(U32 Bin);
static TextureObject* GetTextureList();
...
}

Or would this be considered 'dangerous'?
#2
02/10/2003 (1:11 am)
Melv!
After playing Unreal 2 a bit, I thought: Heck, procedural textures would be great to have... :P
Any updates on this? Did you finish your efforts back then?
Thanks! :D