Created
December 9, 2015 01:31
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// The plain image data is stored in `bitmap` | |
NSInteger samplesPerPixel = [bitmap samplesPerPixel]; | |
int rowLength = 0; | |
int unpackAlign = 0; | |
// Save original value temporary | |
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &rowLength); | |
glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpackAlign); | |
// Calculate and store necessary values for texture | |
glPixelStorei(GL_UNPACK_ROW_LENGTH, (int)[bitmap bytesPerRow] / samplesPerPixel); | |
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | |
// `textureId` is passed from Unity | |
glBindTexture(GL_TEXTURE_2D, textureId); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
if (![bitmap isPlanar] && | |
(samplesPerPixel == 3 || samplesPerPixel == 4)) { | |
glTexImage2D(GL_TEXTURE_2D, | |
0, | |
samplesPerPixel == 4 ? GL_RGBA8 : GL_RGB8, | |
(int)[bitmap pixelsWide], | |
(int)[bitmap pixelsHigh], | |
0, | |
samplesPerPixel == 4 ? GL_RGBA : GL_RGB, | |
GL_UNSIGNED_BYTE, | |
[bitmap bitmapData]); | |
} | |
// Restore values | |
glPixelStorei(GL_UNPACK_ROW_LENGTH, rowLength); | |
glPixelStorei(GL_UNPACK_ALIGNMENT, unpackAlign); |
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