Difference between revisions of "Horde3D Wiki:HOWTO"
Line 12: | Line 12: | ||
== How to get the size of a loaded texture == | == How to get the size of a loaded texture == | ||
− | + | The following code queries the dimensions of the base mipmap of a loaded texture: | |
{{CppSourceCode| | {{CppSourceCode| | ||
description= C++ Code| | description= C++ Code| | ||
code= | code= | ||
<source lang="cpp" line="1"> | <source lang="cpp" line="1"> | ||
− | int width = | + | int width = h3dGetResParamI( texResHandle, H3DTexRes::ImageElem, 0, H3DTexRes::ImgWidthI ); |
− | int height = | + | int height = h3dGetResParamI( texResHandle, H3DTexRes::ImageElem, 0, H3DTexRes::ImgHeightI ); |
</source>}} | </source>}} | ||
+ | If you want to get the dimensions of mipmap level ''n'', change the elemIdx parameter which is 0 above to ''n''. |
Revision as of 19:41, 27 August 2009
The HOWTO contains quick answers for smaller problems.
How to enable anti-aliasing (MSAA)
Anti-aliasing can only be enabled for render targets. The RenderTarget element used in Pipeline resources has an attribute maxSamples which defines the maximum number of samples used for MSAA. The actual number of samples is controlled by the engine option SampleCount. This makes it possible to control the anti-aliasing quality from the application. If SampleCount is set to zero, MSAA is disabled. Note that the hardware needs to support the EXT_framebuffer_multisample extension in order for the MSAA to work.
How to get the size of a loaded texture
The following code queries the dimensions of the base mipmap of a loaded texture:
C++ Code |
int width = h3dGetResParamI( texResHandle, H3DTexRes::ImageElem, 0, H3DTexRes::ImgWidthI );
int height = h3dGetResParamI( texResHandle, H3DTexRes::ImageElem, 0, H3DTexRes::ImgHeightI ); |
If you want to get the dimensions of mipmap level n, change the elemIdx parameter which is 0 above to n.