win32 font texture creation

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0 comments, last by BlueGrass 22 years, 5 months ago
Hey. I''m trying to create a font texture, but the texture always comes out blotchy and messy, and memory ends up getting overwritten. Take a look at my (pseudo-pseudo-code) if you want. Everything that is pseudoish has already been checked out and has been found to work perfectly. // create the font, bitmap, hdc, etc. hfont = CreateFont( 16x16 ); hbitmap = CreateBitmap( 256x256 monochrome ); hdc = CreateCompatibleDC( NULL ); SelectObject( hdc, hbitmap ); SelectObject( hdc, hfont ); SetTextColor( hdc, white ); SetBkColor( hdc, black ); SetTextAlign( hdc, top-left ); // fill the bitmap with blackness. hbrush = GetStockObject( BLACK_BRUSH ); rect.right = rect.bottom = max_size; FillRect( hdc, &rect, hbrush ); DeleteObject( hbrush ); // draw all 256 characters for the font. for ( i = 0; i < 256; i++ ) { x = i - ( i / 16 * 16 ); y = i / 16 * 16; TextOut( hdc, x, y, ( char * )&i, 1 ); } pbits = new unsigned char[256 * 256 / 8]; bmi.bmiHeader.biSize = sizeof( bmi.bmiHeader ); bmi.bmiHeader.biWidth = 256; bmi.bmiHeader.biHeight = -256; bmi.bmiHeader.biPlanes = 1; bmi.bmiHeader.biBitCount = 1; bmi.bmiHeader.biCompression = BI_RGB; bmi.bmiHeader.biSizeImage = 256 * 256 / 8; // its monochrome bmi.bmiHeader.biXPelsPerMeter = 0; bmi.bmiHeader.biYPelsPerMeter = 0; bmi.bmiHeader.biClrUsed = 0; bmi.bmiHeader.biClrImportant = 0; GetDIBits( hdc, hbitmap, 0, 256, pbits, &bmi, DIB_RGB_COLORS ); DeleteDC( hdc ); DeleteObject( hfont ); DeleteObject( hbitmap ); now pbits should contain the monochrome bits for the font texture. However, the bitmap is messy with blotches all over the place, in a different manner each time I run the program. Any ideas? Thanks, BlueGrass
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pbits = new unsigned char[256 * 256 / 8];
bmi.bmiHeader.biSizeImage = 256 * 256 / 8;

That''s technically the right way to allocate exactly enough memory for a 256x256 monochromeimage, but then you''d have to fill it by setting each bit, which GetDIBits does not, it sets each BYTE as filled or not, so remove the / 8 part and you''ll have enough memory

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- outRider -

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