Nope, didn't work. I was able to remove characters (making the grid be 5x5 as an example). But making the grid (16x16) and making the loops go from 32 to 256 didnt change anything.
Anyone have a solution?
extended ascii (, ,...)
Quote:Original post by m_power_haxWhat if you save the texture to a BMP file? Does it look correct (I.e. does it have the new characters on it)?
Nope, didn't work. I was able to remove characters (making the grid be 5x5 as an example). But making the grid (16x16) and making the loops go from 32 to 256 didnt change anything.
Quote:Original post by Evil SteveQuote:Original post by m_power_haxWhat if you save the texture to a BMP file? Does it look correct (I.e. does it have the new characters on it)?
Nope, didn't work. I was able to remove characters (making the grid be 5x5 as an example). But making the grid (16x16) and making the loops go from 32 to 256 didnt change anything.
I don't know how to save the texture.
Quote:Original post by m_power_haxQuote:Original post by Evil SteveQuote:Original post by m_power_haxWhat if you save the texture to a BMP file? Does it look correct (I.e. does it have the new characters on it)?
Nope, didn't work. I was able to remove characters (making the grid be 5x5 as an example). But making the grid (16x16) and making the loops go from 32 to 256 didnt change anything.
I don't know how to save the texture.
Consider a career change. You seem to lack the understand and drive to research things in order to be a programmer.
Quote:Original post by Evil Steve
Google?
I didn't find anything helpful about sending the bitmap.dc to a bmp file or text file.
Quote:Original post by m_power_haxQuote:Original post by Evil Steve
Google?
I didn't find anything helpful about sending the bitmap.dc to a bmp file or text file.
The first hit in Evil Steve's suggested search query contains a FAQ that is extremely relevant.
Quote:Original post by the_eddQuote:Original post by m_power_haxQuote:Original post by Evil Steve
Google?
I didn't find anything helpful about sending the bitmap.dc to a bmp file or text file.
The first hit in Evil Steve's suggested search query contains a FAQ that is extremely relevant.
Yet, nothing i could use. Right now im trying to work on this code to save it in a bitmap :
bool GLFont::createTexture(const Bitmap &bitmap){ int w = bitmap.width; int h = bitmap.height; std::vector<unsigned char> pixels; pixels.resize(w * h); bitmap.copyBytesAlpha8Bit(&pixels[0]); glGenTextures(1, &m_textureObject); glBindTexture(GL_TEXTURE_2D, m_textureObject); // Only use GL_NEAREST filtering for the min and mag filter. Using anything // else will cause the font glyphs to be blurred. Using only GL_NEAREST // filtering ensures that edges of the font glyphs remain crisp and sharp. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &pixels[0]); // //trying do to something like bitmap.saveBitmap("test.txt"); // glBindTexture(GL_TEXTURE_2D, 0); return true;}
Quote:Original post by m_power_hax
Yet, nothing i could use.
*** Source Snippet Removed ***
I think this will be my last post on this thread.
The FAQ suggests four libraries, by my count, that you could use.
I'd recommend using TGA, since it's really easy to save. Then your code becomes:
Then you'd use it as:
saveTGA("test.tga", &pixels[0], w, h);
Note that's all untested...
#pragma pack(push, 1)struct TGA_HEADER{ BYTE identsize; // size of ID field that follows 18 byte header (0 usually) BYTE colourmaptype; // type of colour map 0=none, 1=has palette BYTE imagetype; // type of image 0=none,1=indexed,2=rgb,3=grey,+8=rle packed short colourmapstart; // first colour map entry in palette short colourmaplength; // number of colours in palette BYTE colourmapbits; // number of bits per palette entry 15,16,24,32 short xstart; // image x origin short ystart; // image y origin short width; // image width in pixels short height; // image height in pixels BYTE bits; // image bits per pixel 8,16,24,32 BYTE descriptor; // image descriptor bits (vh flip bits)}#pragma pack(pop)// Assumes that pixels is 32-bit ARGB databool saveTGA(const char* filename, const void* pixels, int width, int height){ // Open output file FILE* pFile = fopen(filename, "wb"); if(!pFile) return false; // Fill in TGA header TGA_HEADER header; memset(&header, 0, sizeof(header)); header.imagetype = 2; header.width = width; header.height = height; header.bits = 32; header.descriptor = 8; // 8 bits of alpha, no H or V flip if(fwrite(&header, sizeof(header), 1, pFile) != sizeof(header)) { fclose(pFile); return false; } // Write pixel data if(fwrite(pixels, width*height*4, 1, pFile) != width*height*4) { fclose(pFile); return false; } // Done fclose(pFile); return true;}
Then you'd use it as:
saveTGA("test.tga", &pixels[0], w, h);
Note that's all untested...
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