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OpenGL [solved] Save a Texture with DevIL

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Hi everybody,

I've been a game developer (mostly tools) for 2 and a half years and now I'm working as a web developer but still doing some game development stuff as amateur :).

I try to save 32 and 16bits OpenGL textures into a file using DevIL which seems to be a very simple library.

Since my knowledge in OpenGL and DevIL is a bit limited, I'm kind of stuck... and I can't find any tutorial explaining how to do it.

Here is approximately what I do (I've simplified the code just to let the OpenGL+DevIL part) :

#include "IL/il.h"
#include "IL/ilu.h"
#include "IL/ilut.h"

void save_texture(GLuint texture)
int width = 128;
int height = 128;

glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0, 0, width, height,0);

ILuint img_size = sizeof(BYTE) * width * height * 3;
BYTE *raw_img = (BYTE*) malloc(img_size);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, raw_img);

if(raw_img != NULL)
//Then save it using devil
ILuint ImgId = 0;
ilGenImages(1, &ImgId);

//I don't know if ilCopyPixel is the right function to call
ilCopyPixels(0, 0, 0, width, height, 1, IL_RGB, IL_BYTE, raw_img);


ilDeleteImages(1, &ImgId);


The problem is that DevIL can't save the texture cause there is nothing in it (but raw_img is not null).
I assume that ilCopyPixels is not the right function to call but I've tried with ilSetPixels, ilSetDatas etc. and got the same result.

Am I missing something ?

Other question : how should I do to save 16 bits textures (GL_RGB5 format) since DevIL doesn't seems to manage 16 bits textures formats ? (DevIL format list)

As I said, I'm new to this problematic so I've maybe done a terrible mistake or misinterpret DevIL's behaviour, so be gentle with me please :).

Thanks for your time, greetings,

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IIRC, to do this you need to use one of the methods that is not exposed as part of il.h (i.e. it's hiding away in devil_internal_exports.h). I *think* it's something along the lines of a call to ilResizeImage before copying in the pixel data (which will fail because no memory has yet been allocated for it).

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Thank you Rob for your response,

So you mean that DevIL can't *normally* save a texture from a array of pixels ? Strange... but it explains why I can't find any information on internet about that...
I'll look at devil_internal_exports.h thank you.


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YEEEES!!! I manage to save my texture :D

In fact, it was quite simple, I just have to call ilTexImage.
Here is where I found the solution.

And for the 16 bits issue ? OpenGL automatically convert the texture in RGB 32bits for me, sweet :).


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