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I am new in English so excuse my language but i have worked on OpenGL for little bit but new in texture mapping i have the code from the site of Nehe i think i understand it but how do i load file from bitmap instead file they have. THIS THERE CODE(SEE BETTER QUESTION OF PROBLEM BELOW) #include <stdio.h> #include <windows.h> #include <gl/glut.h> #define TEXTURES_NUM 1 #define CUBE_TEX 0 typedef struct _RGBIMG { GLuint w; // Image's Width GLuint h; // Image's Height GLubyte* data; // Image's Data (Pixels) } RGBIMG; // Global Variables bool g_gamemode; bool g_fullscreen GLfloat g_xrot = 0.0f; GLfloat g_yrot = 0.0f; GLfloat g_zrot = 0.0f; GLuint g_texid[TEXTURES_NUM]; bool load_rgb_image(const char* file_name, int w, int h, RGBIMG* refimg) { GLuint sz; // Our Image's Data Field Length In Bytes FILE* file; // The Image's File On Disk long fsize; // File Size In Bytes GLubyte* p; // Helper Pointer // Update The Image's Fields refimg->w = (GLuint) w; refimg->h = (GLuint) h; sz = (((3*refimg->w+3)>>2)<<2)*refimg->h; refimg->data = new GLubyte [sz]; if (refimg->data == NULL) return false; // Open The File And Read The Pixels file = fopen(file_name , "rb"); if (!file) return false; fseek(file, 0L, SEEK_END); fsize = ftell(file); if (fsize != (long)sz) { fclose(file); return false; } fseek(file, 0L, SEEK_SET); p = refimg->data; while (fsize > 0) { fread(p, 1, 1, file); p++; fsize--; } fclose(file); return true; } bool setup_textures() { RGBIMG img; // Create The Textures' Id List glGenTextures(TEXTURES_NUM, g_texid); // Load The Image From A Disk File if (!load_rgb_image("swirl_256x256.raw", 256, 256, &img)) return false; // Typical Texture Generation Using Data From The Image glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, img.w, img.h, 0, GL_RGB, GL_UNSIGNED_BYTE, img.data); // Finished With Our Image, Free The Allocated Data delete img.data; return true; } bool init(void) { glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); if (!setup_textures()) return false; glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glEnable(GL_CULL_FACE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return true; } void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,-5.0f); glRotatef(g_xrot,1.0f,0.0f,0.0f); glRotatef(g_yrot,0.0f,1.0f,0.0f); glRotatef(g_zrot,0.0f,0.0f,1.0f); glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); g_xrot += 0.3f; g_yrot += 0.2f; g_zrot += 0.4f; glutSwapBuffers ( ); } void reshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (h == 0) h = 1; gluPerspective(80, (float)w/(float)h, 1.0, 5000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Reset The Modelview Matrix } void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; default: break; } } void special_keys(int a_keys, int x, int y) { switch (a_keys) { case GLUT_KEY_F1: if (!g_gamemode) { g_fullscreen = !g_fullscreen; if (g_fullscreen) glutFullScreen(); else glutReshapeWindow(500, 500); } break; default: break; } } void ask_gamemode() { int answer; answer = MessageBox(NULL, "Do you want to enter game mode?", "Question", MB_ICONQUESTION | MB_YESNO); g_gamemode = (answer == IDYES); g_fullscreen = false; } int main(int argc, char** argv){ ask_gamemode(); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE); if (g_gamemode) { glutGameModeString("640x480:16"); if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) glutEnterGameMode(); else g_gamemode = false; } if (!g_gamemode) { glutInitWindowSize(500, 500); glutCreateWindow("NeHe's OpenGL Framework"); } if (!init()) { MessageBox(NULL,"Cannot initialize textures.","Error",MB_ICONSTOP); return -1; } glutDisplayFunc(render); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(special_keys); glutIdleFunc(render); glutMainLoop(); return 0; } HERE WHAT I WANT TO DO HOW DO I LOAD THE FILE IF I NOT USE load_rgb_image IS THERE NO CALL I CAN USE SUCH "LOADTEXTURE" or SIMILIAR #include <stdio.h> #include <windows.h> #include <gl/glut.h> #define TEXTURES_NUM 1 #define CUBE_TEX 0 typedef struct _RGBIMG { GLuint w; // Image's Width GLuint h; // Image's Height GLubyte* data; // Image's Data (Pixels) } RGBIMG; // Global Variables bool g_gamemode; bool g_fullscreen GLfloat g_xrot = 0.0f; GLfloat g_yrot = 0.0f; GLfloat g_zrot = 0.0f; GLuint g_texid[TEXTURES_NUM]; bool setup_textures() { RGBIMG img; // Create The Textures' Id List glGenTextures(TEXTURES_NUM, g_texid); // Load The Image From A Disk File if (!load_rgb_image("swirl_256x256.raw", 256, 256, &img)) return false; // Typical Texture Generation Using Data From The Image glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, img.w, img.h, 0, GL_RGB, GL_UNSIGNED_BYTE, img.data); // Finished With Our Image, Free The Allocated Data delete img.data; return true; } bool init(void) { glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); if (!setup_textures()) return false; glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glEnable(GL_CULL_FACE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return true; } void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f,0.0f,-5.0f); glRotatef(g_xrot,1.0f,0.0f,0.0f); glRotatef(g_yrot,0.0f,1.0f,0.0f); glRotatef(g_zrot,0.0f,0.0f,1.0f); glBindTexture(GL_TEXTURE_2D, g_texid[CUBE_TEX]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); g_xrot += 0.3f; g_yrot += 0.2f; g_zrot += 0.4f; glutSwapBuffers ( ); } void reshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (h == 0) h = 1; gluPerspective(80, (float)w/(float)h, 1.0, 5000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Reset The Modelview Matrix } void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; default: break; } } void special_keys(int a_keys, int x, int y) { switch (a_keys) { case GLUT_KEY_F1: if (!g_gamemode) { g_fullscreen = !g_fullscreen; if (g_fullscreen) glutFullScreen(); else glutReshapeWindow(500, 500); } break; default: break; } } void ask_gamemode() { int answer; answer = MessageBox(NULL, "Do you want to enter game mode?", "Question", MB_ICONQUESTION | MB_YESNO); g_gamemode = (answer == IDYES); g_fullscreen = false; } int main(int argc, char** argv){ ask_gamemode(); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE); if (g_gamemode) { glutGameModeString("640x480:16"); if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) glutEnterGameMode(); else g_gamemode = false; } if (!g_gamemode) { glutInitWindowSize(500, 500); glutCreateWindow("NeHe's OpenGL Framework"); } if (!init()) { MessageBox(NULL,"Cannot initialize textures.","Error",MB_ICONSTOP); return -1; } glutDisplayFunc(render); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(special_keys); glutIdleFunc(render); glutMainLoop(); return 0; } Much appreciation

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I'm afraid that I don't know whether such a facility exists in GLUT; I suspect that you might end up looking for a separate image-loading library.

However, you might find that you get better responses in general if you place your code between [ source][ /source] tags (without the additional spaces, and which should produce scrollbar-equipped boxes to hold code, complete with preservation of indentation, I believe - an especial convenience for long sections of code, I feel). This should also make your second statement of your problem more visible, if you split the code that you give into two separate source boxes, with that statement between the two.

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