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OpenGL Taking Images from DevIL and using as OpenGL Textures

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Okay, Im new to DevIL and after goin through the hell of getting it to work with DevC++, Im still getting problems. I think it has to do with the way I pass the texture I make in my LoadBMPfile to my draw_bitmap file. Here just look for yourselves:
void bmp_picture::LoadBMPFile(char* filename){   
    //this is so I can use the image as an OpenGL texture

    //this is initialization stuff

    ILuint temp;
    ilLoadImage(filename);                  //loads image from file

    imageWidth=ilGetInteger(IL_IMAGE_WIDTH);//gets its width

    imageHeight=ilGetInteger(IL_IMAGE_HEIGHT);//gets its height

    //now I should be able to make it into a texture

    GLuint temp_gl;
    glBindTexture(GL_TEXTURE_2D, temp_gl);    
    int BytePerPixel = ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL) ;			
    GLenum format = (BytePerPixel == 4)?GL_RGBA:GL_RGB ;\

    //now cleanup the mess

    //now work!!

    cout<<temp_gl<<"   "<<ID<<endl;
    cout<<"Loaded the bmp"<<endl;    

void bmp_picture::draw_bitmap(){    
        glBindTexture(GL_TEXTURE_2D, this->ID);
all I get is a white block, the same size as the image I try to load. Any and all help will be appresciated. Btw, If anyone knows any place that actually has a step by step tutorial (not the page on imagelib.org) or the source code for a simple project that uses DevIL that would be helpful. Any help would be appreciated.

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Try saving the file back to your HD if you understand how (I''m not going into that, the tuts on devil websites are well done). If you have 1x1 blank square it''s devil way of telling you something went wrong during the file load. Usualy, it''s because it can''t find the file.

Beside that, I can''t help much as I''m getting the pixel data pointer from devil and load it myself after some pre processing steps.

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Ah i c that you have got it working on devc++. Could you please tell me what you did? Or could you just put up the compiled libraries, i dont really want to compile the sources for which i will need to download all the 92837492376429374 libraries which devil uses and realise that they are all .lib for msvc and i will have to compile those as well.

Anyway, as for your topic, i don''t see anything wrong. I believe there is a ilut function which directly loads and uploads an image to the videocard and returns the OpenGL id. If you need more control, here is my code:


ILuint ILid;
char name[50];

ilGenImages(1, &ILid);
ilLoadImage(name); // Loads into the current bound image

ILuint Width, Height, RequestFormat;
GLint Format, InternalFormat;
Width = ilGetInteger(IL_IMAGE_WIDTH);
Height = ilGetInteger(IL_IMAGE_HEIGHT);
Format = ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL);
unsigned char* data = NULL;
data = new unsigned char[Width * Height * Format];

if(ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL) == 3)
{//No Alpha

Format = GL_RGB;
InternalFormat = GL_RGB8;
RequestFormat = IL_RGB;
else if(ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL) == 4)
{//Has Alpha

Format = GL_RGBA;
InternalFormat = GL_RGBA;
RequestFormat = IL_RGBA;
ilCopyPixels(0,0,0,Width,Height,1,RequestFormat,IL_UNSIGNED_BYTE, data);

if( buildMipMaps )
//build mipmaps

gluBuild2DMipmaps(GL_TEXTURE_2D, InternalFormat, Width,Height, Format, GL_UNSIGNED_BYTE, data);
{ //no mipmaps

glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Width, Height, 0, Format, GL_UNSIGNED_BYTE, data);


delete []data;

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Yeah, Thanx for the responses. About the one step load of the tesxture. I was thinking of using it but I need to know the objects width and height to draw it so I cant use it. Thanx for any help

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There''s an OpenGL function to get a texture width and height from it''s ID of course ^_^.

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