GLuint ttexture;
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGenTextures(1, &ttexture);
glBindTexture(GL_TEXTURE_2D, ttexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
SDL_PixelFormat *fmt = Surface->format;
// If there is alpha
if(fmt->Amask)
{
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, Surface->w, Surface->h, GL_BGRA, GL_UNSIGNED_BYTE, Surface->pixels);
}
else
{
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, Surface->w, Surface->h, GL_BGR, GL_UNSIGNED_BYTE, Surface->pixels);
}
Texture gets distorted when loading + SDL (solved)
My textures end up like this:
when trying to make them from a SDL surface using the following code:
Tried a bunch of code from all over the forum already, everyone gives a different distortion.
Any suggestions?
Edit:
Solved. The problem wasn't there. Had my drawingcode drawing it tiled 50x50 :P
[Edited by - Softnux on July 5, 2008 12:41:05 PM]
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