• Create Account

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

2 replies to this topic

### #1Viscous-Flow  Members

122
Like
Likes
Like

Posted 03 September 2001 - 12:34 PM

Ok, I have tried time and time again. I have written a basic load bitmap function and load targa function, but they both don''t work at all. I''ll post the code and see if you can help me. GLImage class definition: (look at the IMAGE struct I made since that is important too)
#ifndef GLIMAGE
#define GLIMAGE

//  Define the universal bitmap id
#define BITMAP_ID 0x4D42

#include "stdio.h"	//  Holds the file manipulation routines

//  Structure that holds pertinent information about image formats
typedef struct
{
short int		width;		//  Width of the image
short int		height;		//  Height of the image
unsigned char	*data;		//  Data of the image
} IMAGE;

//  The definition fo the GLImage class
class GLImage
{
private:
FILE				*file;				//  The file pointer

//  Bitmap variables
IMAGE				*bmpImage;			//  Structure that holds pertinent information about the Windows bitmap format

//  Targa variables
IMAGE				*tgaImage;			//  Structure that holds pertinent information about the Targa image format
unsigned char		imageTypeCode;		//  The image type (i.e. 1, 2, or 3)
unsigned char		bitCount;			//  The bit count of the Targa image
unsigned char		ucharBad;			//  Garbage unsigned char data
short int			sintBad;			//  Garbage short int data
long				imageSize;			//  Size of the TGA image
int					colorMode;			//  Holds color mode - 4 for RGBA  - 3 for RGB

public:
//  Loads a Windows bitmap file

//  Loads a Targa image format file
};

#endif

Ok that was the class, here are the function declerations:
//  Include neccessary header files
#include "stdafx.h"		//  Header file for Windows
#include "GLImage.h"	//  Header file for the GLImage class

//  Loads a Windows bitmap file
{
//  Open the filename in "read binary" mode
file = fopen(filename, "rb");

//  If the file couldn''t be opened return NULL
if(file == NULL)
return NULL;

//  Verify that this is a bitmap by checking for the universal bitmap ID
{
//  This is not a bitmap so close the file and return NULL
fclose(file);

return NULL;
}

//  Move the file pointer to the beginning of the bitmap data

//  Allocate new space for the bmpImage
bmpImage = new IMAGE;

if(bmpImage == NULL)
{
//  Memory allocation failed so free the bmpImage, close the file, and return NULL
delete bmpImage;
fclose(file);

return NULL;
}

//  Allocate enough memory for the bitmap image data

//  Verify memory allocation
if(bmpImage->data == NULL)
{
//  Memory allocation failed so free the bitmapImage data, free the bmpImage, close the file, and return NULL
delete [] bmpImage->data;
delete bmpImage;
fclose(file);

return NULL;
}

//  Read in the bitmap image data

//  Make sure the bitmap image data was read
if(bmpImage->data == NULL)
{
//  Bitmap image was not read so free the bitmapImage data, free the bmpImage, close the file, and return NULL
delete [] bmpImage->data;
delete bmpImage;
fclose(file);

return NULL;
}

unsigned char tempRGB = NULL;	//  Temporary BGR->RGB swap variable

//  Swap the R and B values to get RGB since the bitmap color format is in BGR
for(int imageIdx = 0; imageIdx < bitmapInfoHeader.biSizeImage; imageIdx += 3)
{
tempRGB = bmpImage->data[imageIdx];
bmpImage->data[imageIdx] = bmpImage->data[imageIdx + 2];
bmpImage->data[imageIdx + 2] = tempRGB;
}

fclose(file);			//  Close the file

return bmpImage;		//  Return the bitmap image since it was a success
}

//  Loads a Targa image format file
{
//  Open the filename in "read binary" mode
file = fopen(filename, "rb");

//  If the file couldn''t be opened return NULL
if(file == NULL)
return NULL;

//  Read first two bytes of data we don''t need

//  Read in the image type

//  Currently supported Targa file formats are 2-Uncompressed RGB and 3-Uncompressed black and white
if(imageTypeCode != 2 && imageTypeCode != 3)
{
//  If it is not a supported type of Targa image close the file and return NULL
fclose(file);

return NULL;
}

//  Read 13 bytes of data we don''t need

//  Allocate new space for the tgaImage
tgaImage = new IMAGE;

if(tgaImage == NULL)
{
//  Memory allocation failed so free the tgaImage, close the file, and return NULL
delete tgaImage;
fclose(file);

return NULL;
}

//  Read one byte of data we don''t need

//  colorMode -> 3 = BGR, 4 = BGRA
colorMode = bitCount / 8;
imageSize = tgaImage->width * tgaImage->height * colorMode;

//  Allocate memory for the image data
tgaImage->data = new unsigned char[sizeof(unsigned char) * imageSize];

//  Verify memory allocation
if(tgaImage->data == NULL)
{
//  Memory allocation failed so free the targaImage data, free the tgaImage, close the file, and return NULL
delete [] tgaImage->data;
delete tgaImage;
fclose(file);

return NULL;
}

//  Read in the image data

//  Make sure the targa image data was read
if(tgaImage->data == NULL)
{
//  Targa image was not read so free the targaImage data, free the tgaImage, close the file, and return NULL
delete [] tgaImage->data;
delete tgaImage;
fclose(file);

return NULL;
}

unsigned char colorSwap;	//  Swap variable used to exchange the R and B values

//  Change BGR to RGB so OpenGL can read the image data
for(int imageIdx = 0; imageIdx < imageSize; imageIdx += colorMode)
{
colorSwap = tgaImage->data[imageIdx];
tgaImage->data[imageIdx] = tgaImage->data[imageIdx + 2];
tgaImage->data[imageIdx + 2] = colorSwap;
}

fclose(file);		//  Close the file

}

I think the way to use it in the code is self-explanatory if you have done this type of thing before. It goes a little like this: texture; IMAGE* image; GLImage i; // Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit if (TextureImage[0]=LoadBMP("Data/Crate.bmp")) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data); } ..... Clear the memory ..... Etc. Ok, well if you have survived it this far ;-) I really appreciate that you took time out of your busy schedule to help me. If I was going to guess it is a pointer problem somewhere, but I can''t find it. I have also tried using the gluBuild2DMipmaps() in place of the glTexImage2D. I also get an error if the width is greater than 128. I tested it on three different comps with different video cards etc. and it still gave an error. SO, if you can help me in the smallest way my day will be a lot brighter. THANKS!

### #2StiNKy  Members

144
Like
Likes
Like

Posted 03 September 2001 - 06:48 PM

Thats a lot of weird lookin code...
All I can say is, the bitmap/targa file width and height both need to be a power of two, ie 16, 32, 64, etc. Also... I wrote my own bitmap and targa loading routines and I found that some types swapped the blue and red colours round, I think it was blue and red anyway... So don''t be discouraged if you see weird colours.

### #3mkaltner  Members

122
Like
Likes
Like

Posted 06 September 2001 - 06:41 AM

I had a problem with loading bitmaps as well. Per the advice of someone else here, I tried saving my bitmaps with PaintShop Pro 7 and everything work perfectly after that. You can download it free (demo) from their site. Just do a google search for PaintShop Pro and you''ll find it.

- Mike

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.