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compiling files as a resource in Visual Studio...

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hi all.. i made a few icons in photoshop to put at the top left hand part of the openGL app and have gotten tired of having to load it into the program. how would i compile it as a resource into my application? thanks!

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Just create a new bitmap/icon in the resource editor, then use copy and paste from photoshop to devstudio

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You may also need to load textures from the resources. I'll post code for in the case it helps you. Based on NeHe's tutorials, so it will fill the famous 'textures' array.


AUX_RGBImageRec *TextureImage[2]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*2); // Set The Pointer To NULL

// load bitmap from resource file
HBITMAP bitmap = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BITMAP1));

// setup 24 bits bitmap structure
// works on 8 bits bitmaps also!
BITMAPINFO info;
BITMAPINFOHEADER header;
header.biSize = sizeof(BITMAPINFOHEADER);
header.biWidth = 256;
header.biHeight = 256;
header.biPlanes = 1;
header.biBitCount = 24;
header.biCompression = BI_RGB;
header.biSizeImage = 0;
header.biClrUsed = 0;
header.biClrImportant = 0;
info.bmiHeader = header;
info.bmiColors->rgbRed = NULL;
info.bmiColors->rgbGreen = NULL;
info.bmiColors->rgbBlue = NULL;
info.bmiColors->rgbReserved = NULL;
// store bitmap data in a vector
const int size = 256*256*3;
unsigned char data[size];
GetDIBits(hDC, bitmap, 0, 256, &data, &info, DIB_RGB_COLORS);
ReleaseDC(hWnd,hDC);
// convert from BGR to RGB
unsigned char buff;
for(int i=0; i<256*256; i++) {
buff = data[i*3];
if(i>=3) {
data[i*3] = data[i*3+2];
data[i*3+2] = buff;
}
}

glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, &data);

DeleteObject(bitmap);

return TRUE; // Return The Status
}




What it does is to read the bytes from the resource and fill the AUX_RGBImageRec by hand.

Hope it helps.

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