Sign in to follow this  

Function for loading Resources isn't going too well...

This topic is 4284 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

I need this function to load a bitmap from a resource, there are no errors what-so-ever, yet, when I run my program, it says it has detected a problem. So I tied removing the MAKEINTRESOURCE and just put array, then the program worked fine.
#include "Img.h"

void BmpImg::RESLoadImg(char *array, int width, int height, int num)
{

	int g_keyColor[3] = {255, 0 , 255};
	AUX_RGBImageRec *pImage_RGB = auxDIBImageLoad(MAKEINTRESOURCE(array));

	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
	unsigned char *pImage_RGBA = NULL;

		int imageSize_RGB  = width * height * 3;
        int imageSize_RGBA = width * height * 4;

        // allocate buffer for a RGBA image
        pImage_RGBA = new unsigned char[imageSize_RGBA];

        //
        // Loop through the original RGB image buffer and copy it over to the 
        // new RGBA image buffer setting each pixel that matches the key color
        // transparent.
        //

        int i, j;

        for( i = 0, j = 0; i < imageSize_RGB; i += 3, j += 4 )
        {
            // Does the current pixel match the selected color key?
            if( pImage_RGB->data[i]   == g_keyColor[0] &&
                pImage_RGB->data[i+1] == g_keyColor[1] &&
                pImage_RGB->data[i+2] == g_keyColor[2] )
            {
                pImage_RGBA[j+3] = 0;   // If so, set alpha to fully transparent.
            }
            else
            {
                pImage_RGBA[j+3] = 255; // If not, set alpha to fully opaque.
            }

            pImage_RGBA[j]   = pImage_RGB->data[i];
            pImage_RGBA[j+1] = pImage_RGB->data[i+1];
            pImage_RGBA[j+2] = pImage_RGB->data[i+2];
        }

    glGenTextures( 1, &g_bmp[num]);
    glBindTexture( GL_TEXTURE_2D,g_bmp[num]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        // Don't forget to use GL_RGBA for our new image data... we support Alpha transparency now!
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
                      GL_RGBA, GL_UNSIGNED_BYTE, pImage_RGBA );



    if( pImage_RGB )
    {
        if( pImage_RGB->data )
            free( pImage_RGB->data );

        free( pImage_RGB );
    }

    if( pImage_RGBA )
        delete [] pImage_RGBA;

}



Can someone tell me what I am doing wrong and what can help me fix it? Thanks~ Axesor

Share this post


Link to post
Share on other sites

This topic is 4284 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this