Jump to content
  • Advertisement


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


Creating a OpenGL texture from a resorce file

This topic is 6665 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, GL Wizards! I need help with creating a OpenGL texture from a bitmap loaded from resoure file.

void CreateResTextures()
    // bits needed to create a 256x256 24 bits bitmap

    const int iNrBits = 256*256*3;

    // Load bitmap from resource file

    HBITMAP bitmap = LoadBitmap(GetModuleHandle(NULL), 

    // Allocate bitmap data

    unsigned char *data = new unsigned char[iNrBits];

    // Get bitmap data from handle

    GetBitmapBits(bitmap, iNrBits, data);

    // Create one texture

    glGenTextures(1, &m_texture[0]);

    // Bind name to texture

    glBindTexture(GL_TEXTURE_2D, m_texture[0]);

    // Generate the texture

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 

   delete data;

The pixels in the image is not on correct positions. But I think that all the colors is correct. Only half texture shows up. Somebody of you must have loaded a bitmap from a resource file and used it as a texture Gandalf the White
Edited by - Gandalf on 6/20/00 7:30:12 AM

Share this post

Link to post
Share on other sites
I''m sorry not to be able to answer you question, but how do you do this cool IDE-like code formatting ? Do you use any special proggie or type everything by hand ? It is so... clear !


Share this post

Link to post
Share on other sites
I''m using 24bits uncompressed 256x256 TGA images.
Maybe a bit big...but compression is a thing of the last minute.
And it''s very easy to use, no loss of data...

Anyway here''s the source:
PIXEL Texture[256*256];
typedef struct
{ char CompressionHeader[12];
WORD Width;
WORD Height;
WORD BitsPerPixel;
unsigned char Data[1];

void *pResTexture = LockResource(LoadResource(NULL, FindResource(NULL, MAKEINTRESOURCE(IDT_TEXTURE), "TGA")));
unsigned char *pTexture = ((PTGAHEADER)pResTexture)->Data;
for(int j=0; j<256; j++)
for(int i=0; i<256; i++)
{ Texture[(255-j)*256 + i].b = *pTexture++;
Texture[(255-j)*256 + i].g = *pTexture++;
Texture[(255-j)*256 + i].r = *pTexture++;
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, Texture);

Share this post

Link to post
Share on other sites
Thank you very much!

But I have 2 questions for you:

1. PIXEL? What lib and header is needed to find this structure?
2. Can Paintshop save TGA files?

Gandalf the White

Share this post

Link to post
Share on other sites
Sorry, only a try


void main()
printf("Hello, world!\n");

Does it work ?

How to close the source tag ?

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!