ImageBuff: scale

scale
  • gets/sets if nearest scaling algorithm is being used

Type: 

  • boolean
  • True = activate nearest scaling algorithm.
  • False = don't activate nearest scaling algorithm.
Note:
  • Video Texture width and height should be a power of 2.
  • If the Video Texture is not a power of 2, the graphics pipeline automatically rescales the texture to a power of 2.
     
  • Graphics pipeline doesn't always use the nearest scaling algorithm.
Power of 2:
  • 2 x 2
  • 4 x 4
  • 8 x 8
  • 16 x 16
  • 32 x 32
  • 64 x 64
  • 128 x 128
  • 256 x 256
  • 512 x 512
  • etc
  • And any combination.  128 x 512 is a power of 2.
Example:
  • A texture of 260 x 260 will be automatically rescaled by the graphics pipeline to 512 x 512.
     
  • A texture of 130 x 520 will be automatically rescaled by the graphics pipeline to 256 x 1024.
Sample Code

###################### get if nearest scaling algorithm being used

#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
portrait = 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

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

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

# get scaling status
status = portrait.source.scale

# save as an object variable
obj["Portrait"] = portrait

# display the image
portrait.refresh(True)

Sample Code

###################### set if nearest scaling algorithm being used

#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
portrait = 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

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

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

# set scaling status
portrait.source.scale = True

# save as an object variable
obj["Portrait"] = portrait

# display the image
portrait.refresh(True)