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Liquid_Vision

Using Devil

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I am trying to create a program that displays a quad texture on it. I try to use Devil to load images but I didnt find a good example code or any tutorial for it. What's the problem and how to fix it? So i tried something like this: // in WinMain ILuint texture = 0; ilInit(); if (!CreateWnd(800, 600, "OpenGL window")) return 0; ilutRenderer(ILUT_OPENGL); ilGenImages(1, &texture); ilBindImage(texture); ilLoadImage("keke.bmp"); glTexImage2D(GL_TEXTURE_2D, 0, 3, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, ilGetData()); if(ilGetError() != IL_NO_ERROR) MessageBox(NULL, "Error", "Info", MB_OK); glViewport(0, 0, 800, 600); glMatrixMode(GL_PROJECTION); gluOrtho2D(0, 800, 0, 600); glMatrixMode(GL_MODELVIEW); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); while(1) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message==WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0, 0, -5); glBegin(GL_QUADS); glColor3f(1, 0, 0); glTexCoord2f(0, 0); glVertex3f(-1, 1, 0); glTexCoord2f(1, 0); glVertex3f( 1, 1, 0); glTexCoord2f(1, 1); glVertex3f( 1, -1, 0); glTexCoord2f(0, 1); glVertex3f(-1, -1, 0); glEnd(); SwapBuffers(hdc); } } ilDeleteImages(1, &texture); [Edited by - Liquid_Vision on February 8, 2005 3:02:52 PM]

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That texture mapping tutorial Lesson 6 on nehe.gamedev.net is also available in OpenIL(Devil) but its for Visual C++ and I tried to compile it with Dev-C++ and an error occured during the program was running. No errors when compiling. There are not so much differences between Visual C++ and Dev-C++ so i wonder if that code example works on Visual C++ either..

I would be really happy if someone tried to help me

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Check this thread:

http://www.gamedev.net/community/forums/topic.asp?topic_id=290348

We use devil to load our images (full source included). Its a long thread so you're going to have to do a bit of digging.

Hope this helps :),
- llvllatrix

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