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Textures won't display properly

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Hi, I am having problem loading a bitmap in as a texture. No Matter what bitmap I load in, all I get drawn on the screen is a blue square the size of my bitmap (Blue as that is the last colour that was selected). Anyone got any ideas as to things I can check / change to make this work ? (I have tried numerous bitmaps, from mono to 24 bit colour, none work) Bitmap loading and associating to a texture code
AUX_RGBImageRec * CTileEngine::LoadBmp(char *filename)

	FILE *file = NULL;

  if (!filename)
    return NULL;

  file = fopen(filename, "r");

  if (file)
    return auxDIBImageLoad(filename);

  return NULL;


int CTileEngine::LoadGLTextures()
	AUX_RGBImageRec *TextureImage[2];

  memset(TextureImage,0,sizeof(void *)*1);

  TextureImage[0] = this->LoadBmp("Green1.bmp");
  TextureImage[1] = this->LoadBmp("Brown1.bmp");

  glGenTextures(2, &texture[0]); // We are generating two textures

  //Associate the Bound Texture to a 2D Texture

  glBindTexture(GL_TEXTURE_2D, texture[0]);
  //Set the Texture Parameters

  //Load in the Texture Data from a Loaded Bitmap

  glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX,
               TextureImage[0]->sizeY, 0, GL_RGB,
               GL_UNSIGNED_BYTE, TextureImage[0]->data);

  glBindTexture(GL_TEXTURE_2D, texture[1]);
  glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX,
               TextureImage[1]->sizeY, 0, GL_RGB,
               GL_UNSIGNED_BYTE, TextureImage[1]->data);

  for (int t = 0; t < 2; t++)
    if (TextureImage[t])
      if (TextureImage[t]->data)



Bitmap Drawing Routine

void CTileEngine::RenderScene()


	int tile;


	int a=0,b=0;

	for (int y = 0; y< m_intMapY; y++)
		for (int x = 0;x< m_intMapX; x++)
			tile = map[y][x];
			a = y*64;
			b = x * 64;

			glBindTexture(GL_TEXTURE_2D, texture[tile]);

			glTexCoord2f(0.0f, 0.0f); glVertex3f(float(b), float(a), 0.0f);
			glTexCoord2f(1.0f, 0.0f); glVertex3f(float(b + 64), float(a), 0.0f);
			glTexCoord2f(1.0f, 1.0f); glVertex3f(float(b + 64), float(a + 64), 0.0f);
			glTexCoord2f(0.0f, 1.0f); glVertex3f(float(b), float(a + 64), 0.0f);





And just in case, Palette loading routine
BOOL CTileEngine::SetupPixelFormat(
	// default pixel format for a single-buffered,

	// OpenGL-supporting, hardware-accelerated, 

	// RGBA-mode format. Pass in a pointer to a different

	// pixel format if you want something else

        sizeof(PIXELFORMATDESCRIPTOR),// size of this pfd

        1,                      // version number

        PFD_DRAW_TO_WINDOW |    // support window

          PFD_SUPPORT_OPENGL,   // support OpenGL

        PFD_TYPE_RGBA,          // RGBA type

        24,                     // 24-bit color depth

        0, 0, 0, 0, 0, 0,       // color bits ignored

        0,                      // no alpha buffer

        0,                      // shift bit ignored

        0,                      // no accumulation buffer

        0, 0, 0, 0,             // accum bits ignored

        16,                     // 16-bit z-buffer

        0,                      // no stencil buffer

        0,                      // no auxiliary buffer

        PFD_MAIN_PLANE,         // main layer

        0,                      // reserved

        0, 0, 0                 // layer masks ignored


    int pixelformat;

	// let the user override the default pixel format

	pPFDtoUse = (0 == pPFD)? &pfd : pPFD; 
    if ( 0 == (pixelformat = 
        ::ChoosePixelFormat( m_pDC->GetSafeHdc(), pPFDtoUse )) )
		::AfxMessageBox("ChoosePixelFormat failed.");
		return FALSE;

    if ( FALSE == ::SetPixelFormat( m_pDC->GetSafeHdc(),
        pixelformat, pPFDtoUse ) )
		::AfxMessageBox("SetPixelFormat failed.");
        return FALSE;

    return TRUE;

Whilst I am here, I wish my bitmaps to be transparent on the black colour, so I take it that somewhere I need to set up a variable for which colour is transparent ? tia, Bp.

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Do you load your texture after you have created the rendering context? Is the size of of the valid (must be power of two)?

As for a transparent color, you can allocate a new image with space for alpha channel, copy the original image to the new image, and set alpha to either 1 or 0 depending on the color of the pixel and what color you want to be transparent. Then use alpha test to reject transparent pixels.

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