#include
<MPxImageFile.h>
List of all
members.
Detailed Description
Image manipulation.
This class provides methods for reading file images stored on
disk.
The MPxImageFile class can be used to
implement support for new image file formats in Maya. The
implementation is able to support both fixed and floating point
image formats.
Constructor & Destructor Documentation
MPxImageFile::MPxImageFile |
( |
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) |
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The default class constructor. Initialize the image.
MPxImageFile::~MPxImageFile |
( |
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) |
[virtual] |
Class destructor. Automatically releases the associated image
array.
Member Function Documentation
Attempt to open the specified file as an image and extract the
image characteristics. It is important that this function only
return success if the image is definitely supported by this
implementation.
- Parameters:
-
[in] |
pathname |
the image file to open |
[in] |
info |
an optional pointer to the image info structure to fill in. If
this pointer is non-NULL, the implementation of this method should
parse the image header to populate the information structure. |
- Returns:
-
MStatus MPxImageFile::load |
( |
MImage & |
image, |
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unsigned int |
imageNumber |
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) |
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[virtual] |
Load the previously opened image file into an MImage.
- Parameters:
-
[in] |
image |
the image to load the currently open file into |
[in] |
imageNumber |
the index of image to load (for files containing multiple
images) |
- Returns:
-
Load the previously opened image file as an OpenGL texture. The
OpenGL texture will already have been bound by the caller of this
method (i.e. do not call glBind again inside your implementation of
this method - just use glTexImage2D or equivalent to load the
texture). The type of texture that has been bound is specified in
the information structure provided. It is important that your
implementation verifies this type before loading any data, as
loading an incompatible type may lead to instability. By overriding
this method, you can implement non-2D texture support (such as cube
maps), non-byte texture support (such as float and half), and
compressed hardware texture support (such as DXT). You are free to
use any available OpenGL extensions you want to load in the
texture. While standard Maya shaders will only be able to use
standard 2D textures, plugin hardware shaders can access non-2D
textures loaded via this method. If your plugin set mipmaps to true
at file open time, it is responsible for loading or generating the
mipmap information inside this method.
- Parameters:
-
[in] |
info |
a description of hardware texture to load. |
[in] |
imageNumber |
the index of image to load (for files containing multiple
images) |
- Returns:
-
MStatus MPxImageFile::close |
( |
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) |
[virtual] |
Close the image file.
- Returns:
-