Search found 9 matches

by ThomasCloneTHX1139
Fri May 15, 2026 1:04 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Re: Is it possible to alter a texture in real time on a pixel basis?

Okay, lessons learned:

1) Dirty video memory is real. I need to do a fill operation to the backup texture, like
backup_textures[i]->fill(video::SColor(255,0,0,0));
or the memcpy operation will copy whatever residual data there happens to be in the allocated area.

2) If multiple objects are ...
by ThomasCloneTHX1139
Fri May 15, 2026 3:35 am
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Re: Is it possible to alter a texture in real time on a pixel basis?

I spoke too soon. I tried it with another object, another texture, and with all the necessary commands to write a pixel rewritten from scratch and independent from the functions I wrote. In that case, all I get on the texture is random pixels instead of the pixel I want.

This is what I'm doing ...
by ThomasCloneTHX1139
Wed May 13, 2026 6:36 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Re: Is it possible to alter a texture in real time on a pixel basis?

CuteAlien wrote: Wed May 13, 2026 5:46 pm So after texture->unlock() add: texture->regenerateMipMapLevels();
Yes! Now it works!
by ThomasCloneTHX1139
Wed May 13, 2026 3:54 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Re: Is it possible to alter a texture in real time on a pixel basis?

Thank you for the corrections. I took the creation of the backup image outside the function that draws on it, then I noticed that my need to copy the texture to the backup image was a consequence of having it inside the function, so I fixed that too.
Now I made a number of other functions that let ...
by ThomasCloneTHX1139
Sun May 10, 2026 10:24 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Re: Is it possible to alter a texture in real time on a pixel basis?


You can also use the Irrlicht functions directly. Bascially - create an IImage and ITexture with same sizes and format. Work with the setPixel functions of IImage. Then as above use lock() on ITexture and lock() or getData on the IImage. Then copy the IImage data over to the texture. While that is ...
by ThomasCloneTHX1139
Sun May 10, 2026 1:08 pm
Forum: Beginners Help
Topic: Is it possible to alter a texture in real time on a pixel basis?
Replies: 12
Views: 1244

Is it possible to alter a texture in real time on a pixel basis?

I want to obtain the effect of a virtual screen on which I can draw pixel by pixel while the program is running. At first, I tried following this naive approach:


// The virtual screen is created, one pixel at a time
for (x=0; x<VIRTUAL_SCREEN_WIDTH; x++)
{
for (y=0; y<VIRTUAL_SCREEN_HEIGHT; y ...
by ThomasCloneTHX1139
Tue Aug 15, 2023 2:37 pm
Forum: Beginners Help
Topic: How do I make objects attached to the camera never change their apparent size when I change the FOV?
Replies: 8
Views: 3062

Re: How do I make objects attached to the camera never change their apparent size when I change the FOV?

It worked. I didn't even have to touch the position and rotation of the second camera, because I attached the HUD to the second camera, so, even if the camera doesn't move, the HUD is always displayed correctly.
by ThomasCloneTHX1139
Sun Aug 13, 2023 2:35 pm
Forum: Beginners Help
Topic: How do I make objects attached to the camera never change their apparent size when I change the FOV?
Replies: 8
Views: 3062

How do I make objects attached to the camera never change their apparent size when I change the FOV?

I'm making a HUD for a space game. I'm taking inspiration from The Last Starfighter (see https://youtu.be/hafnDoApzpY?t=36 ), so the radar and attitude of the spaceship are represented by 3D spheres, attached to the camera node as children, which match the rotation of the camera.

I've implemented ...