//..code
AUX_RGBImageRec *TextureImage;
TextureImage = new AUX_RGBImageRec [n];
memset(TextureImage, 0, sizeof(void *)*n);
for(int x = 0; x<n; x++)
{
//This does not work apparantly
if(TextureImage[x]=this->LoadBMP(mFilename[x].c_str()))
{
status=true;
glGenTextures(1, &mTexture[x]);
//..code
[edited by - kappa on March 27, 2004 11:42:49 AM]
a problem with pointers
I am trying to do a class wich I can use to load my textures in OpenGL, I got everthing working exept when I whant to store the bitmap in AUX_RGBImageRec *TextureImage wich I have used new on to create an array of those.
how would I do this?
I don''t have but a moment to look at it but I think you have to do this... try changing this:
to
-Greven
AUX_RGBImageRec *TextureImage;...//This does not work apparantlyif(TextureImage[x]=this->LoadBMP(mFilename[x].c_str()))
to
AUX_RGBImageRec *TextureImage;...//This does not work apparantlyif(TextureImage[x]=(*AUX_RGBImageRec)this->LoadBMP(mFilename[x].c_str()))
-Greven
Ok...TextureImage should be a pointer right? so you need a pointer to a pointer instead so you want this...
AUX_RGBImageRec **TextureImage;
TextureImage = new AUX_RGBImageRec*[n];
You should keep in mind OpenGL doesn't store the actual pointer you are using, it keeps an identifier to the image
[edited by - PatrickD on March 27, 2004 12:55:17 PM]
AUX_RGBImageRec **TextureImage;
TextureImage = new AUX_RGBImageRec*[n];
You should keep in mind OpenGL doesn't store the actual pointer you are using, it keeps an identifier to the image
[edited by - PatrickD on March 27, 2004 12:55:17 PM]
This topic is closed to new replies.
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