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504

answers:

2

I'm programming a small app with opengl for the iphone, and now I want to load textures in the PVRTC format. Is this complicated ?. Right now all my textures are in .png format, and I'm using this method for loading them:

- (void)loadTexture:(NSString*)nombre {

    CGImageRef textureImage = [UIImage imageNamed:nombre].CGImage;
    if (textureImage == nil) {
     NSLog(@"Failed to load texture image");
     return;
    }

    textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); 
    textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage));

    imageSizeX= CGImageGetWidth(textureImage);
    imageSizeY= CGImageGetHeight(textureImage);

    GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); 

    CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast );
    CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage);

    CGContextRelease(textureContext);
    a
    glGenTextures(1, &textures[0]);

    glBindTexture(GL_TEXTURE_2D, textures[0]);


    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);

    free(textureData);


    glEnable(GL_BLEND);


    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);   

}

Modifying this function to read PVRTC is complicated ?, how can I do it ?

A: 

Check out the PVRTextureLoader example in the developer documentation in XCode. It has all you need.

Jens Utbult
+2  A: 

Yep, you'll want to look at the PVRTextureLoader sample. It's a very simple file format. The key piece is the header structure:

typedef struct _PVRTexHeader
{
    uint32_t headerLength;
    uint32_t height;
    uint32_t width;
    uint32_t numMipmaps;
    uint32_t flags;
    uint32_t dataLength;
    uint32_t bpp;
    uint32_t bitmaskRed;
    uint32_t bitmaskGreen;
    uint32_t bitmaskBlue;
    uint32_t bitmaskAlpha;
    uint32_t pvrTag;
    uint32_t numSurfs;
} PVRTexHeader;

You can then slurp the entire file with dataWithContentsOfFile, and simply cast the result to the structure:

NSString* resourcePath = [[NSBundle mainBundle] resourcePath];
NSString* fullPath = [resourcePath stringByAppendingPathComponent:nombre];
NSData* fileData = [NSData dataWithContentsOfFile:fullPath];
PVRTexHeader* header = (PVRTexHeader*) [fileData bytes];
char* imageData = (char*) [fileData bytes] + header->headerLength;

To determine the texture format, you can look at the flags field in the struct. Don't forget to call glCompressedTexImage2D rather than glTexImage2D.

prideout