In my program (C++/OpenGL/Assimp/Windows10), I load and display a .OBJ file with its corresponding .MTL
It all works fine, but I need to:
This is my LoadOpenGLTexture(), I am using DevIL to load the textures (going to change to OpenCV).
bool Model::LoadGLTextures(const aiScene* scene)
{
ILboolean success;
ilInit();
for (unsigned int m = 0; m < scene->mNumMaterials; ++m)
{
int texIndex = 0;
aiString path; // filename
aiReturn texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex,
&path);
while (texFound == AI_SUCCESS)
{
//fill map with textures, OpenGL image ids set to 0
textureIdMap[path.data] = 0;
// more textures?
texIndex++;
texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
}
}
int numTextures = textureIdMap.size();
/* create and fill array with DevIL texture ids */
ILuint* imageIds = new ILuint[numTextures];
ilGenImages(numTextures, imageIds);
/* create and fill array with GL texture ids */
GLuint* textureIds = new GLuint[numTextures];
glGenTextures(numTextures, textureIds); /* Texture name generation */
/* get iterator */
std::map<std::string, GLuint>::iterator itr = textureIdMap.begin();
int i = 0;
for (; itr != textureIdMap.end(); ++i, ++itr)
{
//save IL image ID
std::string filename = (*itr).first; // get filename
(*itr).second = textureIds[i]; // save texture id for filename in map
ilBindImage(imageIds[i]); /* Binding of DevIL image name */
ilEnable(IL_ORIGIN_SET);
ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
success = ilLoadImage((ILstring)filename.c_str());
if (success) {
/* Convert image to RGBA */
ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
/* Create and load textures to OpenGL */
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ilGetInteger(IL_IMAGE_WIDTH),
ilGetInteger(IL_IMAGE_HEIGHT), 0, GL_RGBA, GL_UNSIGNED_BYTE, ilGetData());
}
else
printf("Couldn't load Image: %s\n", filename.c_str());
}
/* Because we have already copied image data into texture data
we can release memory used by image. */
ilDeleteImages(numTextures, imageIds);
//Cleanup
delete[] imageIds;
delete[] textureIds;
//return success;
return true;
}
At the moment the texture-definition in the Asset-Importer-Lib does not provide such a dynamic update for texture- / material-definitions. Each definition of a texture stays stable during the runtime of your application, you cannont change it. I you are interested in such a feature we need to update the material-system in a proper way which makes this work for the user. So if you are interested in this feature it would be great to get a better understanding of your requirements / use-case.
You can open a feature-request on our project-side for it, see: Assimp on Github