ImageBuff: materialID

materialID(obj, name)
  • Returns a numeric value that can be used in the Video Texture module to create a dynamic texture.

Return Type:

  • integer

obj:

  • The game object that holds the texture.
  • Type: KX_GameObject
     
name:
  • Name of the texture or material you want to make dynamic.
  • Type: string
Note:
  • Material name must have MA prefix.
    Material must have an image in the first texture channel.
    If the material name is Canvas, you'd use "MACanvas"
     
  • Texture image name must have IM prefix.
    Texture image must be in the first texture channel.
    If the texture image name is Static.jpg, you'd use "IMStatic.jpg"
Sample Code

###################### get materialID

#import bge
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get list of objects in scene
objList = scene.objects

# get object named Painting
obj = objList["Painting"]

# get matID for the obj named Painting
# I named the material Canvas
matID = bge.texture.materialID(obj, "MACanvas")

# get the 1st texture on object named Painting
painting_texture = bge.texture.Texture(obj, matID)

# get the name of the image
# I'm using an image named Mona_Lisa.jpg
imageName = "Mona_Lisa.jpg"

# get image path
# Mona_Lisa.jpg is in same directory as saved blend
imagePath = bge.logic.expandPath("//" + imageName)

# get image as an ImageFFmpeg
image = bge.texture.ImageFFmpeg(imagePath)

# load image into a bgl buffer
image_buffer = bge.texture.imageToArray(image, 'RGB')

# get image size
image_size = image.size

# get the texture
painting_texture = bge.texture.Texture(obj, matID)

# use ImageBuff as the source
painting_texture.source = bge.texture.ImageBuff()

# load the image from the buffer into ImageBuff
painting_texture.source.load(image_buffer, image_size[0], image_size[1])

# save as an object variable
obj['painting'] = painting_texture

# display the image
painting_texture.refresh(True)