[Closed] Load Image and assign to render material
Hi
Below how I draw a quad
gw->setMaterial(mtl);
gw->startTriangles();
gw->triangleNCT(&pts[0], &nor[0], &col[0], &uvw[0]);
gw->triangleNCT(&pts[3], &nor[3], &col[3], &uvw[3]);
gw->endTriangles();
The material is initialised
//Set Material properties
mtl.dblSided = 1;
//diffuse, ambient and specular
mtl.Ka = Point3(0, 0, 0);
mtl.Kd = Point3(0, 0, 0);
mtl.Ks = Point3(0, 0, 0);
// Set opacity
mtl.opacity = 1.0f;
//Set shininess
mtl.shininess = 0.0f;
mtl.shinStrength = 0.0f;
mtl.selfIllum = 0.0f;
To load an image I’m using the bitmap manager
Now I want to assign the Bitmap *bmap to the material. The TextureInfo of material is intialized in this way
mtl.texture.setLengthUsed(1);
TextureInfo *ti = &mtl.texture[0];
ti->textHandle = Here is the problem;
ti->uvwSource = UVSOURCE_MESH;
ti->mapChannel = 1;
ti->tiling[0] = ti->tiling[1] = ti->tiling[2] = GW_TEX_NO_TILING;
ti->colorOp = GW_TEX_REPLACE;
ti->colorAlphaSource = GW_TEX_TEXTURE;
ti->colorScale = GW_TEX_SCALE_1X;
ti->alphaOp = GW_TEX_LEAVE;
ti->alphaAlphaSource = GW_TEX_TEXTURE;
ti->alphaScale = GW_TEX_SCALE_1X;
How fucking I get a TexHandle from Bitmap *? From the sdk it seems to be possible trough the TexHandleMaker
But is a pure virtual interface and I have to implement the CreateHandle method?
I feel lost.
Thanks for your help
Hi.
If you haven’t found a solution, did you try using bitmaptexture()
or bitmaptex()
instead of bitmap manager.
It is the bitmap texture any material will except as texture (maybe not arnold materials).
You can assign bitmap files to bitmaptexture like:
myBitmaptexture.filename=@"C:\folder\subfolder\bitmap.jpg"