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