## Exhibits:

Exhibit 1:
Exhibit 2:
Exhibit 3:
struct rgl_header {
unsigned long width;
unsigned long height;
unsigned long colorkey;

//signed long xclip;
//signed long yclip;
//unsigned long wclip;
//unsigned long hclip;
};



Exhibit 4:
void texture::_save_raw(unsigned char *data) {
std::ofstream output(m_raw_filename.c_str(), std::ios::binary);
return;
#ifdef _DEBUG_
texture_log << "\n{\n\tsaving raw file with filename: " <<
m_raw_filename << "\n}\n";
#endif

#ifdef _DEBUG_
texture_log << "\nrgl header (write) {\n\t"
#endif

// valid rgl file
output.write("RGL", 4);
// actual data
}

#ifdef _DEBUG_
#endif

std::ifstream input(filename.c_str(), std::ios::binary);
if (input.bad() || input.fail() || !input.good()) {
#ifdef _DEBUG_
texture_log << "\n{\n\tcannot open raw file: " <<
filename << "\n}\n";
#endif
return false;
}

char valid[4];
// is it a valid rgl file
if (valid[0] != 'R' || valid[1] != 'G' || valid[2] != 'L') {
#ifdef _DEBUG_
texture_log << "\n{\n\tinvalid .rgl file header: " <<
valid << "\n}\n";
#endif
return false;
}

}

#ifdef _DEBUG_
#endif

// set up

// get the actual data
const unsigned long SIZE = w() * h() * 4;
unsigned char *data = new unsigned char[SIZE];

// reserve id for texture
glGenTextures(1, &m_id);

// bind it so we can get to work!
this->bind();

// now it's time for some setting
// set the data onto the texture
glTexImage2D(
GL_TEXTURE_2D,
0, // mip-map level
GL_RGBA8, // 4 color components, each taking 8 bits (1 byte)
m_width,
m_height,
0, // border
GL_RGBA, // type of data
GL_UNSIGNED_BYTE, // each pixel (or, texel) is an unsigned char
data
);

// set up filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, /*GL_NEAREST*/GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, /*GL_NEAREST*/GL_LINEAR);

return true;
}



## Problem:

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Are you sure that the image you're saving has four channels? BMP files only support three. Can we see your BMP loading code?

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Quote:
 Original post by KalidorAre you sure that the image you're saving has four channels? BMP files only support three. Can we see your BMP loading code?

100% sure.

I load the image into an SDL surface and then create another 32-bit surface which is "fixed" specially for OpenGL. The "fixed" surface has 32 bits in order RGBA.

Anyways, here is the loading code just in case (it relates to SDL, but I'm sure the problem is more on my & OpenGL's side rather than SDL's):
bool texture::load(const std::string &filename) {    if (m_loaded)        unload();    // does an rgl file exist?    m_raw_filename = filename.substr(0, filename.find(".bmp")) + ".rgl";    std::ifstream check(m_raw_filename.c_str(), std::ios::binary);    if (!check.fail() && !check.bad() && check.is_open() && check.good()) {        check.close();        return _load_raw(m_raw_filename);    } else {        check.close();    }    SDL_Surface *raw, *fixed;    raw = SDL_LoadBMP(filename.c_str());    if (!raw) {        #ifdef _DEBUG_        texture_log << "\n{\n\tfailed at loading texture: " << filename            << "\n\t(.bmp is the only format supported)\n}\n";        #endif        return false;    }    // opengl's y is inverted, so we must flip the data    flipv(raw);    int width = 1, height = 1;    // optimise for square textures: loop only once    while (width < raw->w || height < raw->h) {        if (width < raw->w) width <<= 1;        if (height < raw->h) height <<= 1;    }    m_clip.x = 0;    m_clip.y = 0;    m_clip.w = width;    m_clip.h = height;    m_width = width;    m_height = height;    fixed = SDL_CreateRGBSurface(        SDL_HWSURFACE, // won't be doing any pixel operations        width, height, 32, // w, h, bpp (bpp == 32, using alpha)        #if SDL_BYTEORDER == SDL_BIG_ENDIAN            0xff000000,            0x00ff0000,            0x0000ff00,            0x000000ff        #else            0x000000ff,            0x0000ff00,            0x00ff0000,            0xff000000        #endif    );    if (!fixed) {        #ifdef _DEBUG_        texture_log << "\n{\n\tcould not generate fixed surface for: " << filename            << "\n}\n";        #endif        return false;    }    // copy the surface onto the other one    SDL_BlitSurface(raw, NULL, fixed, NULL);    // free the old surface    SDL_FreeSurface(raw);    if (SDL_MUSTLOCK(fixed))        while(SDL_LockSurface(fixed));    // rgl    // save the rgl file    _save_raw((unsigned char*)fixed->pixels);    // reserve id for texture    glGenTextures(1, &m_id);    // bind it so we can get to work!    this->bind();    // now it's time for some setting    // set the data onto the texture    glTexImage2D(        GL_TEXTURE_2D,        0, // mip-map level        GL_RGBA8, // 4 color components, each taking 8 bits (1 byte)        width,        height,        0, // border        GL_RGBA, // type of data        GL_UNSIGNED_BYTE, // each pixel (or, texel) is an unsigned char        (unsigned char*)fixed->pixels    );    if (SDL_MUSTLOCK(fixed))        SDL_UnlockSurface(fixed);    // free the new surface    SDL_FreeSurface(fixed);    // set up filtering    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, /*GL_NEAREST*/GL_LINEAR);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, /*GL_NEAREST*/GL_LINEAR);    m_loaded = true;    return true;}

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I'll give a quick *bump* before I have to go...

This is sorta stopping me from coding since I want to optimise stuff.... Anyways, thanks in advance.

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0) don't optimise prematurely.
1) you should glDeleteTexture before trying to reload or you'll have a memory leak in the ICD.
3) try changing the last GL_RGBA to GL_RGB

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Quote:
 Original post by silvermace0) don't optimise prematurely.

Got it.
Quote:
 1) you should glDeleteTexture before trying to reload or you'll have a memory leak in the ICD.

Affirmative -
bool texture::load(const std::string &filename) {    if (m_loaded)        unload();    [...]}

Quote:

I'm 100% sure they are not. Infact, all I do is set the clip rect to 0, 0, width, height - which includes the whole image.
Quote:
 3) try changing the last GL_RGBA to GL_RGB

I'll try it, I can't get to the code right now, but I'll reply when I do.

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Quote:

Hmm... I looked into this a little more, and guess what? You're right!!! (Rate++ follows after this post.)

I was loading from my constructor, which sets the clip rect to (0, 0, 1, 1). Since my _load_raw() function does NOT do anything with the clip rect, it was just displaying the first pixel of the texture... [lol]. Anyways, saving the rect along with the data (as I did before, but commented out for no true reason) fixed everything.

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eye of experience - I only wish I had someone to point that out to me the first time I did it :-)

congrats/good luck

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