Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Multiple Texture Loading...

This topic is 6931 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys-n-gals, I am trying to do some OGL programming and have come accross a hurdle. I am trying to load in multiple textures but am having trouble. Below is the modified code from the tutorial20. When I run the program, it just crashes. //------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------- int LoadGLTextures(char *Filename, int num) // Load Bitmaps And Convert To Textures { if (num>MAXTEXTURES) { return NULL; } int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture Data memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL if (TextureImage[1]=LoadBMP(Filename)) // Texture to load { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[num]); // Create Texture glBindTexture(GL_TEXTURE_2D, texture[num]); 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, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); } if (TextureImage[1]) // If Texture Exists { if (TextureImage[1]->data) // If Texture Image Exists { free(TextureImage[1]->data); // Free The Texture Image Memory } free(TextureImage[1]); // Free The Image Structure } return Status; // Return The Status } //------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------- Any ideas?? Thanks! -zebes zebes@mindspring.com

Share this post

Link to post
Share on other sites
i think its all the:

arrays in c/c++ are 0-index based.

AUX_RGBImageRec *TextureImage[ 1 ];
array with one element, but the fist element is:


so try change all index'es to zero ( except in the declaration )

also since the function only load one texture at a time you dont need to declare a array..
( i didn't compile following, but it could work if you fill out the gabs .-) )

AUX_RGBImageRec *TextureImage = 0; // Create Storage Space For The Texture Data

if (TextureImage=LoadBMP(Filename)) // Texture to load
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->sizeX, TextureImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, textureImage->data);
if (TextureImage->data) // If Texture Image Exists
free(TextureImage->data); // Free The Texture Image Memory
free(TextureImage); // Free The Image Structure

return true;

return false;

Edited by - Claus Hansen Ries on 4/26/00 5:07:40 AM

Share this post

Link to post
Share on other sites
Thanks for the tip.
Your method was better than mine but however, it still crashes....hmmm...maybe I should try glut???

thanks anyway,


Share this post

Link to post
Share on other sites
The problem lies within:

AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);

TextureImage is a pointer to the array of pointers....

So when you do the memset, it''s just making you program think that the array is located at 0 in memory, so when you try and store the result from LoadBMP into the first element of the array, it''s trying to store the value at memory address 0.
This is a Bad Thing.

What you meant is:

memset( TextureImage[0], 0, sizeof( void *) ); // set the pointer to null.

but actually you don''t need to do this as you just overwriting it on the next line....

cheers dan

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!