Ok, I managed to load a texture using SOIL, but now i need to get the width and height of the texture loaded, plus the bits (like the data). Man, textures in Direct3D are so much easier.
Getting the width and height (and other data) from a SOIL loaded image.
Members - Reputation: 1994
Posted 27 April 2013 - 02:16 AM
I haven't used SOIL, but just looking at the header file's documentation gives you nice information. Have you tried something like this:
int width; int height int channels; // Loads the image and gets its width, height and the number of channels unsigned char *data = SOIL_load_image("kewltexture.png", &width, &height, &channels, SOIL_LOAD_AUTO); // Generates a texture from the data you've just loaded unsigned int textureid = SOIL_create_OGL_texture( data, width, height, channels, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT ); // And remember to free the image data SOIL_free_image_data(data);
Crossbones+ - Reputation: 11123
Posted 27 April 2013 - 01:45 PM
If you have the GLuint texture object, you can glBindTexture it and issue some glGet* calls.
glGetTexLevelParameter: http://www.opengl.org/sdk/docs/man/xhtml/glGetTexLevelParameter.xml - for height and width.
glGetTexImage: http://www.opengl.org/sdk/docs/man/xhtml/glGetTexImage.xml - for data.
In the latter case, I hope you're not intending a usage similar to LockRect/Map in D3D; OpenGL doesn't have API calls for this, so instead you'd use a PBO or retain a copy of the texture data in system memory.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.