OpenGL uses upside down textures, D3D uses right side up. BooBoo/Shim has sheltered this for the most part, but it’s a pain in the arse so I’m storing textures in lib dependent format from now on. The 3D examples change, it will need to have a if (== TRUE D3D9) block where texture coordinates are used, and flip them vertically. Or I might just drop D3D altogether…
Author: tremblin
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BooBoo texture access
image_read_texture reads an image into a BooBoo vector for manipulation. image_to_texture creates a new texture from such a vector (which can be fully created oneself or gotten from image_read_texture) and image_update updates an existing texture with new data (faster.)
This isn’t live yet… next version will have these 3 functions.
