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Mithoric

Texture loading.

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Ok, I''ve read a lot more and I''ve even got DevIL working now. So now I need to load textures, as far as I know you have to do it like this: Create variable for texture load file insert texture to memory close file convert texture from memory to OpenGL friendly format bind it Have I got that right? Or have I lost the plot somewhere along the way? Regards, Michael.

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Create variable for texture: GLuint texture_object;
load file: fread & rtfm ( google on tiff, png or what you want to use should do it)
insert texture to memory: glTexImage2D
close file: fclose
bind it: glGenTextures & glBindTexture

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Ok, I'm getting all these critical errors from windows (XP PRO) pretty much every time I try to do something.

Can someone please fix up my code?

/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/


#include <windows.h> // Header File For Windows

#include <gl\gl.h> // Header File For The OpenGL32 Library

#include <gl\glu.h> // Header File For The GLu32 Library

#include <il\il.h>
#include <il\ilu.h>
#include <il\ilut.h>
HDC hDC=NULL; // Private GDI Device Context

HGLRC hRC=NULL; // Permanent Rendering Context

HWND hWnd=NULL; // Holds Our Window Handle

HINSTANCE hInstance; // Holds The Instance Of The Application


bool keys[256]; // Array Used For The Keyboard Routine

bool active=TRUE; // Window Active Flag Set To TRUE By Default

bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default


GLfloat rtri; // Angle For The Triangle ( NEW )

GLfloat rquad; // Angle For The Quad ( NEW )


LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window

{
if (height==0) // Prevent A Divide By Zero By

{
height=1; // Making Height Equal One

}

glViewport(0,0,width,height); // Reset The Current Viewport


glMatrixMode(GL_PROJECTION); // Select The Projection Matrix

glLoadIdentity(); // Reset The Projection Matrix


// Calculate The Aspect Ratio Of The Window

gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix

glLoadIdentity(); // Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here

{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading

glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background

glClearDepth(1.0f); // Depth Buffer Setup

glEnable(GL_DEPTH_TEST); // Enables Depth Testing

glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations


//++--

//+-

ilInit();
ILuint ImgId;
GLuint TexID;
ilGenImages(1, &ImgId);
ilBindImage(ImgId);
ilLoadImage("twirl.psd");
ilutRenderer(ILUT_OPENGL);
TexID = ilutGLBindTexImage();
//+-

//++--

return TRUE; // Initialization Went OK

}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing

{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer

glLoadIdentity(); // Reset The Current Modelview Matrix

glTranslatef(0.0f,-0.5f,-7.0f);
glRotatef(rquad,0.0f,1.0f,1.0f);
glBegin(GL_QUADS); // Draw A Quad

glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue

glVertex3f( 20.0f, 20.0f,-20.0f); // Top Right Of The Quad (Top)

glVertex3f(-20.0f, 20.0f,-20.0f); // Top Left Of The Quad (Top)

glVertex3f(-20.0f, 20.0f, 20.0f); // Bottom Left Of The Quad (Top)

glVertex3f( 20.0f, 20.0f, 20.0f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange

glVertex3f( 20.0f,-20.0f, 20.0f); // Top Right Of The Quad (Bottom)

glVertex3f(-20.0f,-20.0f, 20.0f); // Top Left Of The Quad (Bottom)

glVertex3f(-20.0f,-20.0f,-20.0f); // Bottom Left Of The Quad (Bottom)

glVertex3f( 20.0f,-20.0f,-20.0f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red

glVertex3f( 20.0f, 20.0f, 20.0f); // Top Right Of The Quad (Front)

glVertex3f(-20.0f, 20.0f, 20.0f); // Top Left Of The Quad (Front)

glVertex3f(-20.0f,-20.0f, 20.0f); // Bottom Left Of The Quad (Front)

glVertex3f( 20.0f,-20.0f, 20.0f); // Bottom Right Of The Quad (Front)

glColor3f(0.73f,0.83f,1.0f); // Set The Color To Yellow

glVertex3f( 20.0f,-20.0f,-20.0f); // Top Right Of The Quad (Back)

glVertex3f(-20.0f,-20.0f,-20.0f); // Top Left Of The Quad (Back)

glVertex3f(-20.0f, 20.0f,-20.0f); // Bottom Left Of The Quad (Back)

glVertex3f( 20.0f, 20.0f,-20.0f); // Bottom Right Of The Quad (Back)

glColor3f(0.25f,0.44f,0.49f); // Set The Color To Blue

glVertex3f(-20.0f, 20.0f, 20.0f); // Top Right Of The Quad (Left)

glVertex3f(-20.0f, 20.0f,-20.0f); // Top Left Of The Quad (Left)

glVertex3f(-20.0f,-20.0f,-20.0f); // Bottom Left Of The Quad (Left)

glVertex3f(-20.0f,-20.0f, 20.0f); // Bottom Right Of The Quad (Left)

glColor3f(0.50f,0.75f,0.85f); // Set The Color To Violet

glVertex3f( 20.0f, 20.0f,-20.0f); // Top Right Of The Quad (Right)

glVertex3f( 20.0f, 20.0f, 20.0f); // Top Left Of The Quad (Right)

glVertex3f( 20.0f,-20.0f, 20.0f); // Bottom Left Of The Quad (Right)

glVertex3f( 20.0f,-20.0f,-20.0f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad


glLoadIdentity();
glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 7.0

glRotatef(rtri,1.0f,1.0f,1.0f); // Rotate The Quad On The X axis ( NEW )

glBegin(GL_QUADS); // Draw A Quad

glColor3f(0.0f,1.0f,0.0f); // Set The Color To Blue

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)

glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)

glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)

glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange

glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)

glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red

glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)

glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow

glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)

glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)

glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)

glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)

glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue

glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)

glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)

glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)

glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet

glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)

glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)

glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)

glEnd(); // Done Drawing The Quad


rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )

rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )

return TRUE; // Keep Going

}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window

{
if (fullscreen) // Are We In Fullscreen Mode?

{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop

ShowCursor(TRUE); // Show Mouse Pointer

}

if (hRC) // Do We Have A Rendering Context?

{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?

{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?

{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL

}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC

{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL

}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?

{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL

}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class

{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL

}
}

/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */


BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match

WNDCLASS wc; // Windows Class Structure

DWORD dwExStyle; // Window Extended Style

DWORD dwStyle; // Window Style

RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values

WindowRect.left=(long)0; // Set Left Value To 0

WindowRect.right=(long)width; // Set Right Value To Requested Width

WindowRect.top=(long)0; // Set Top Value To 0

WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height


fullscreen=fullscreenflag; // Set The Global Fullscreen Flag


hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window

wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.

wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages

wc.cbClsExtra = 0; // No Extra Window Data

wc.cbWndExtra = 0; // No Extra Window Data

wc.hInstance = hInstance; // Set The Instance

wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon

wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer

wc.hbrBackground = NULL; // No Background Required For GL

wc.lpszMenuName = NULL; // We Don't Want A Menu

wc.lpszClassName = "OpenGL"; // Set The Class Name


if (!RegisterClass(&wc)) // Attempt To Register The Window Class

{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

if (fullscreen) // Attempt Fullscreen Mode?

{
DEVMODE dmScreenSettings; // Device Mode

memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared

dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure

dmScreenSettings.dmPelsWidth = width; // Selected Screen Width

dmScreenSettings.dmPelsHeight = height; // Selected Screen Height

dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel

dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.

if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.

if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE

}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.

MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE

}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?

{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style

dwStyle=WS_POPUP; // Windows Style

ShowCursor(FALSE); // Hide Mouse Pointer

}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style

dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style

}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size


// Create The Window

if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window

"OpenGL", // Class Name

title, // Window Title

dwStyle | // Defined Window Style

WS_CLIPSIBLINGS | // Required Window Style

WS_CLIPCHILDREN, // Required Window Style

0, 0, // Window Position

WindowRect.right-WindowRect.left, // Calculate Window Width

WindowRect.bottom-WindowRect.top, // Calculate Window Height

NULL, // No Parent Window

NULL, // No Menu

hInstance, // Instance

NULL))) // Dont Pass Anything To WM_CREATE

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be

{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor

1, // Version Number

PFD_DRAW_TO_WINDOW | // Format Must Support Window

PFD_SUPPORT_OPENGL | // Format Must Support OpenGL

PFD_DOUBLEBUFFER, // Must Support Double Buffering

PFD_TYPE_RGBA, // Request An RGBA Format

bits, // Select Our 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, // Accumulation Bits Ignored

16, // 16Bit Z-Buffer (Depth Buffer)

0, // No Stencil Buffer

0, // No Auxiliary Buffer

PFD_MAIN_PLANE, // Main Drawing Layer

0, // Reserved

0, 0, 0 // Layer Masks Ignored

};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

ShowWindow(hWnd,SW_SHOW); // Show The Window

SetForegroundWindow(hWnd); // Slightly Higher Priority

SetFocus(hWnd); // Sets Keyboard Focus To The Window

ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen


if (!InitGL()) // Initialize Our Newly Created GL Window

{
KillGLWindow(); // Reset The Display

MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE

}

return TRUE; // Success

}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window

UINT uMsg, // Message For This Window

WPARAM wParam, // Additional Message Information

LPARAM lParam) // Additional Message Information

{
switch (uMsg) // Check For Windows Messages

{
case WM_ACTIVATE: // Watch For Window Activate Message

{
if (!HIWORD(wParam)) // Check Minimization State

{
active=TRUE; // Program Is Active

}
else
{
active=FALSE; // Program Is No Longer Active

}

return 0; // Return To The Message Loop

}

case WM_SYSCOMMAND: // Intercept System Commands

{
switch (wParam) // Check System Calls

{
case SC_SCREENSAVE: // Screensaver Trying To Start?

case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?

return 0; // Prevent From Happening

}
break; // Exit

}

case WM_CLOSE: // Did We Receive A Close Message?

{
PostQuitMessage(0); // Send A Quit Message

return 0; // Jump Back

}

case WM_KEYDOWN: // Is A Key Being Held Down?

{
keys[wParam] = TRUE; // If So, Mark It As TRUE

return 0; // Jump Back

}

case WM_KEYUP: // Has A Key Been Released?

{
keys[wParam] = FALSE; // If So, Mark It As FALSE

return 0; // Jump Back

}

case WM_SIZE: // Resize The OpenGL Window

{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height

return 0; // Jump Back

}
}

// Pass All Unhandled Messages To DefWindowProc

return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance

HINSTANCE hPrevInstance, // Previous Instance

LPSTR lpCmdLine, // Command Line Parameters

int nCmdShow) // Window Show State

{
MSG msg; // Windows Message Structure

BOOL done=FALSE; // Bool Variable To Exit Loop


// Ask The User Which Screen Mode They Prefer

if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode

}

// Create Our OpenGL Window

if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}

while(!done) // Loop That Runs While done=FALSE

{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?

{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?

{
done=TRUE; // If So done=TRUE

}
else // If Not, Deal With Window Messages

{
TranslateMessage(&msg); // Translate The Message

DispatchMessage(&msg); // Dispatch The Message

}
}
else // If There Are No Messages

{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()

if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?

{
done=TRUE; // ESC or DrawGLScene Signalled A Quit

}
else // Not Time To Quit, Update Screen

{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)

}

if (keys[VK_F1]) // Is F1 Being Pressed?

{
keys[VK_F1]=FALSE; // If So Make Key FALSE

KillGLWindow(); // Kill Our Current Window

fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode

// Recreate Our OpenGL Window

if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created

}
}
}
}

// Shutdown

KillGLWindow(); // Kill The Window

return (msg.wParam); // Exit The Program

}


Optimizations, and rants about my newbish coding skills are welcome and encouraged.

[edited by - Mithoric on July 4, 2003 7:46:48 AM]

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How far does it get before it crashes? Does the window get created? Does OpenGL get initialized? Does it work without the image loading code in place?

Check your image file is in the correct directory to be found. DevIL shouldn''t be crashing if it can''t find the file but you never know. You should check the return value from ilLoadImage to make sure it is being loaded ok.

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