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Loading textures

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This may be less of an OpenGL problem and more of a windows problem but basically I use the following code (found in a previoous post) to load a texture from a resource: //---------------------------------------------------------------------------------------------------- // LoadBitmapResource: // // Loads a bitmap straight from resources //---------------------------------------------------------------------------------------------------- BYTE* LoadBitmapResource(int iResource, int* iTextureWidth, int* iTextureHeight) { // Find the bitmap resource HINSTANCE hInstance = GetModuleHandle(NULL); HANDLE hBitmap = LoadBitmap(hInstance, MAKEINTRESOURCE(iResource)); // Get the details BITMAPINFO bmInfo; GetObject(hBitmap, sizeof(BITMAPINFO), &bmInfo); DeleteObject(hBitmap); // Reload and save a the data hBitmap = LoadResource(hInstance, FindResource(hInstance,MAKEINTRESOURCE(iResource), RT_BITMAP)); BYTE* pTextureImage = (BYTE*)LockResource(hBitmap); // Shift the pointer on to the image data itself pTextureImage += sizeof(BITMAPINFO)-1; // Save the bitmap dimensions *iTextureWidth = bmInfo.bmiHeader.biWidth; *iTextureHeight = bmInfo.bmiHeader.biHeight; return pTextureImage; } //---------------------------------------------------------------------------------------------------- // LoadTexture: // // Loads bitmaps and converts them to textures //---------------------------------------------------------------------------------------------------- bool LoadTexture(int iResource, GLuint* piTexture) { // Set up a return value and image storage bool fSuccessful = false; // Set the data to catch the bmp resource details BYTE* pTextureImage = NULL; int iTextureWidth; int iTextureHeight; if (pTextureImage = LoadBitmapResource(iResource, &iTextureWidth, &iTextureHeight)) { glGenTextures(1, piTexture); // Create Linear Filtered Texture glBindTexture(GL_TEXTURE_2D, *piTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, iTextureWidth, iTextureHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pTextureImage); // Mark the success fSuccessful = true; } return fSuccessful; } I don''t think the problem is related to OpenGL though because when I trace it the bmp structure says that the BMP is 392 x 192 which isn''t true, the bitmap is 128x128. Is there a reason this may be happening? thanks

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