I wrote this yesterday as I was wondering the same thing. You can just extend the example code slightly and add this in at the end (or iterate over all the operations and save those with the GetName() value of "Store Result").
typedef struct {
char idlength;
char colourmaptype;
char datatypecode;
short int colourmaporigin;
short int colourmaplength;
char colourmapdepth;
short int x_origin;
short int y_origin;
short width;
short height;
char bitsperpixel;
char imagedescriptor;
} TGAHeader;
I've now added a "Export TGA" option to the context menu of the preview viewport. I think that's fine for now, but something to export all "Store Result" operators in a page (or group, or file) will have to be added eventually as well.
I haven't added your name to the contributor list on the source file since I don't know it. I'll add it if you want me to though.
Useful though any form of exporting is, those without photoshop or other image tools, none of which currently reside on this computer due to hard-drive damage, lose the ability to use their exported textures. Requested: a .bmp or .png export option so that it is at least possible to admire the exported textures in a decent web-browser.
Designers without programming experience obviously cannot do this themselves, or there would be a proposed program in this very post.
There is lots of methods to save your image in your PC. After creating an image you can click on file tab, then click on save as after that write a folder name and finally send the folder in designated drive or location. Besides, you can save your image in pen drive, CD and cell phone. It would be great if you want to know about disaster recovery software. You will find it extra beneficial thing.
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Unfortunately, I don't think
Unfortunately, I don't think there currently is a way to export an image. You will have to grab a screenshot. We should try to add that soon, I guess.
TGA Exporter
I wrote this yesterday as I was wondering the same thing. You can just extend the example code slightly and add this in at the end (or iterate over all the operations and save those with the GetName() value of "Store Result").
typedef struct {
char idlength;
char colourmaptype;
char datatypecode;
short int colourmaporigin;
short int colourmaplength;
char colourmapdepth;
short int x_origin;
short int y_origin;
short width;
short height;
char bitsperpixel;
char imagedescriptor;
} TGAHeader;
void writeTGA(NOperator* op, std::string path = "") {
NBitmap* pbmp = (NBitmap*)op->m_pObj;
TGAHeader header;
header.idlength=0;
header.colourmaptype=0;
header.datatypecode=2;
header.colourmaporigin=0;
header.colourmaplength=0;
header.colourmapdepth=0;
header.x_origin=0;
header.y_origin=0;
header.width = (short)pbmp->GetWidth();
header.height = (short)pbmp->GetHeight();
header.bitsperpixel= 32;
header.imagedescriptor=0;
std::string tganame (path);
if(tganame.size()>0) tganame += "\\";
tganame += op->GetUserName();
tganame += ".tga";
FILE* tgaf = fopen(tganame.c_str(),"wb");
fwrite(&header.idlength, 1, 1, tgaf);
fwrite(&header.colourmaptype, 1, 1, tgaf);
fwrite(&header.datatypecode, 1, 1, tgaf);
fwrite(&header.colourmaporigin, 2, 1, tgaf);
fwrite(&header.colourmaplength, 2, 1, tgaf);
fwrite(&header.colourmapdepth, 1, 1, tgaf);
fwrite(&header.x_origin, 2, 1, tgaf);
fwrite(&header.y_origin, 2, 1, tgaf);
fwrite(&header.width, 2, 1, tgaf);
fwrite(&header.height, 2, 1, tgaf);
fwrite(&header.bitsperpixel, 1, 1, tgaf);
fwrite(&header.imagedescriptor, 1, 1, tgaf);
RGBA* pixels = pbmp->GetPixels();
char* offset=0;
for(int y=header.height-1;y>0;y--) {
offset = (char*) pixels + y*header.width*4;
for(int x=0;x<header.width;x++) {
offset += 4;
fwrite(offset+2, 1, 1, tgaf);
fwrite(offset+1, 1, 1, tgaf);
fwrite(offset, 1, 1, tgaf);
fwrite(offset+3, 1, 1, tgaf);
}
}
fclose(tgaf);
}
Thanks!
Thank you! I will add this shortly.
cool
There were a couple silly bugs in the pixel writing loop. The corrected version is below:
for(int y=header.height-1;y>=0;y--) {
offset = (char*) pixels + y*header.width*4;
for(int x=0;x<header.width;x++) {
fwrite(offset+2, 1, 1, tgaf);
fwrite(offset+1, 1, 1, tgaf);
fwrite(offset, 1, 1, tgaf);
fwrite(offset+3, 1, 1, tgaf);
offset += 4;
}
}
Done
I've now added a "Export TGA" option to the context menu of the preview viewport. I think that's fine for now, but something to export all "Store Result" operators in a page (or group, or file) will have to be added eventually as well.
I haven't added your name to the contributor list on the source file since I don't know it. I'll add it if you want me to though.
contributor list
Can you add a credit to Andrew Caudwell (acaudwell at gee m ail)
Cheers
Done
and done :)
Regarding exporting
Useful though any form of exporting is, those without photoshop or other image tools, none of which currently reside on this computer due to hard-drive damage, lose the ability to use their exported textures. Requested: a .bmp or .png export option so that it is at least possible to admire the exported textures in a decent web-browser.
Designers without programming experience obviously cannot do this themselves, or there would be a proposed program in this very post.
--:A/H:
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There is lots of methods to
There is lots of methods to save your image in your PC. After creating an image you can click on file tab, then click on save as after that write a folder name and finally send the folder in designated drive or location. Besides, you can save your image in pen drive, CD and cell phone. It would be great if you want to know about disaster recovery software. You will find it extra beneficial thing.
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I have found a lot of useful
I have found a lot of useful information from this platform. I must say that sharing your thoughts with one another is an easy way to relax yourself in the daily hectic routines. Each time a description of the change, there are always lots of talk about it anywhere. These are not exempt. I mean one must be up to date with the day to day change in the environment and in the technology as well. In my personal opinion, the world is turning into a global village and now you can get a lot of required information by just a click while sitting where ever you are.70-662 dumps 640-822 dumps 70-642 dumps SY0-201 dumps 000-106 dumps 640-816 dumps 642-832 dumps 1Y0-A19 dumps
Do you use the Store Result
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