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5.8.2 Updating Pixel Buffers

Pixel Buffers can be updated in two different ways; a simple, convenient way and a more difficult (but in some cases faster) method. Both methods make use of PixelBox objects (See section Pixel boxes) to represent image data in memory.


The easy method to get an image into a PixelBuffer is by using HardwarePixelBuffer::blitFromMemory. This takes a PixelBox object and does all necessary pixel format conversion and scaling for you. For example, to create a manual texture and load an image into it, all you have to do is

// Manually loads an image and puts the contents in a manually created texture
Image img;
img.load("elephant.png", "General");
// Create RGB texture with 5 mipmaps
TexturePtr tex = TextureManager::getSingleton().createManual(
    img.getWidth(), img.getHeight(),
    5, PF_X8R8G8B8);
// Copy face 0 mipmap 0 of the image to face 0 mipmap 0 of the texture.

Direct memory locking

A more advanced method to transfer image data from and to a PixelBuffer is to use locking. By locking a PixelBuffer you can directly access its contents in whatever the internal format of the buffer inside the GPU is.

/// Lock the buffer so we can write to it
const PixelBox &pb = buffer->getCurrentLock();

/// Update the contents of pb here
/// Image data starts at pb.data and has format pb.format
/// Here we assume data.format is PF_X8R8G8B8 so we can address pixels as uint32.
uint32 *data = static_cast<uint32*>(pb.data);
size_t height = pb.getHeight();
size_t width = pb.getWidth();
size_t pitch = pb.rowPitch; // Skip between rows of image
for(size_t y=0; y<height; ++y)
    for(size_t x=0; x<width; ++x)
        // 0xRRGGBB -> fill the buffer with yellow pixels
        data[pitch*y + x] = 0x00FFFF00;

/// Unlock the buffer again (frees it for use by the GPU)

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