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About jonzy_x86

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  1. No no, it wasn't that it was this part of the loadtexture function... [SOURCE] if(m_pPixelData == 0) if(m_pPixelData[i+1] == 0) if(m_pPixelData[i+2] == 0) { // Make alpha } [/SOURCE] Should have been [SOURCE] if(m_pPixelData == 0 && m_pPixelData[i+1] == 0 && m_pPixelData[i+2] == 0) { // Make Alpha } [/SOURCE] I don't understand why this wouldn't work in release mode, the logic looks the same to me, but hey, it works now.
  2. Ah! I found it here... // Don't render pixels lower than this (RGBA=0,0,0,0) glAlphaFunc(GL_GREATER,0.001f); // Enable the alpha test glEnable(GL_ALPHA_TEST); This part of my GL Class is stopping the image being rendered properly. In debug mode, the black pixels of the image are transparent, but in release mode, nothing is drawn (except for one pixel). I added this line of code to the extract above, so that it is outside of the class and it still does the same thing. Is there something I am missing? Thanks!
  3. OK, So most of my GL functions are in a class wrapper. I stripped the main parts of the class out, ie Initialise GL, Load the texture, display the texture etc and put them into plain C functions, and they worked! So there must be an uninitialised variable in my class. The code for the classes are too long to post, but I post the bug here when I find it so if anyone else has the same problem they can sort it out. The simpler code is here... [SOURCE] // GNU GL Engine.cpp : Defines the entry point for the application. // // Include header files #include "stdafx.h" #include "resource.h" #include <stdio.h> #include <gl/gl.h> // Include opengl header #include <gl/glu.h> // Include opengl utility header #include <gl/glaux.h> // Include opengl aux header (discontinued). Cross compatible? // Include library files #pragma comment (lib, "glu32.lib") // Include opengl utility library #pragma comment (lib, "glaux.lib") // Include opengl auxilary library #pragma comment (lib, "opengl32.lib") // Include opengl for windows library #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text HDC g_hDC; HGLRC g_hGLRC; RECT g_rctWindow; unsigned int g_iWindowWidth = 320; // Window width unsigned int g_iWindowHeight = 240; // Window height unsigned int g_iColourDepth = 32; unsigned int g_iImageWidth = 0; unsigned int g_iImageHeight = 0; unsigned int g_iTexture = 0; // Forward declarations void Mainloop(void); bool Initialise(void); bool OnCreate(HWND); bool LoadTexture(char* szFilename); // Foward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM); /*------------------------------------------------------------------------------------------------ Function: WinMain Purpose: The main entry point of the application. ------------------------------------------------------------------------------------------------*/ int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_GNUGLENGINE, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_GNUGLENGINE); while(true) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here... Mainloop(); } return msg.wParam; } /*------------------------------------------------------------------------------------------------ Function: MyRegisterClass Purpose: Register the window class ------------------------------------------------------------------------------------------------*/ ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_GNUGLENGINE); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCSTR)IDC_GNUGLENGINE; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex); } /*------------------------------------------------------------------------------------------------ Function: InitInstance Purpose: Initialise the window ------------------------------------------------------------------------------------------------*/ BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { HWND hWnd; hInst = hInstance; // Store instance handle in our global variable // Set up the window rect... g_rctWindow.top = 0; // Make zero at the top g_rctWindow.left = 0; // and left g_rctWindow.bottom = g_iWindowHeight; // Make the same size as the requested area g_rctWindow.right = g_iWindowWidth; // and height // Adjust the window to suit - This is important to get the correct position of the cursor over // the window for WM_MOUSEMOVE events. AdjustWindowRect(&g_rctWindow, WS_CAPTION | WS_SYSMENU, true); // Fix window dimensions for later use g_rctWindow.right = (g_rctWindow.right-g_rctWindow.left); g_rctWindow.bottom = (g_rctWindow.bottom-g_rctWindow.top); g_rctWindow.left = 0; g_rctWindow.top = 0; // Create the window hWnd = CreateWindow(szWindowClass, szTitle, WS_CAPTION | WS_SYSMENU, CW_USEDEFAULT, 0, g_rctWindow.right, g_rctWindow.bottom, NULL, NULL, hInstance, NULL); // Is window handle valid? if (!hWnd) { return FALSE; } // Show the window and update it ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } /*------------------------------------------------------------------------------------------------ Function: WndProc Purpose: The main window message loop. ------------------------------------------------------------------------------------------------*/ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { // One window created case WM_CREATE: // Setup 3D parameters on window creation if(OnCreate(hWnd)==false) { // Display error if there is a problem. MessageBox(NULL,"Failed to create OpenGL Window!","Fatal Error",MB_ICONERROR); PostQuitMessage(0); break; } // Initialise game state if(Initialise()==false) { // Display error if there is a problem. MessageBox(NULL,"Failed to initialise variables!","Fatal Error",MB_ICONERROR); PostQuitMessage(0); break; } // Load the texture if(!LoadTexture("images\\test1.tga")) { // Display error if there is a problem. MessageBox(NULL,"Failed to load texture!","Fatal Error",MB_ICONERROR); PostQuitMessage(0); break; } break; // On window closing... case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } /*------------------------------------------------------------------------------------------------ Function: OnCreate Purpose: Sets up the window and rendering context in a WM_CREATE message. ------------------------------------------------------------------------------------------------*/ bool OnCreate(HWND _hWnd) { g_hDC = GetDC(_hWnd); // Get and store a device context // Device context captured? if(!g_hDC) { // Failed... return false; } int nPixelFormat; // Pixel format index PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // size of the structure 1, // version, always set to 1 PFD_DRAW_TO_WINDOW | // support window PFD_SUPPORT_OPENGL | // support OpenGL PFD_DOUBLEBUFFER, // support double buffering PFD_TYPE_RGBA, // RGBA color mode g_iColourDepth, // Color mode 0, 0, 0, 0, 0, 0, // ignore color bits, not used 0, // no alpha buffer 0, // ignore shift bit 0, // no accumulation buffer 0, 0, 0, 0, // ignore accumulation bits 16, // 16-bit z-buffer size 0, // no stencil buffer 0, // no auxiliary buffer PFD_MAIN_PLANE, // main drawing plane 0, // reserved 0, 0, 0 // layer masks ignored }; // Choose best matching pixel format... nPixelFormat = ChoosePixelFormat(g_hDC, &pfd); // Success? if(!nPixelFormat) { //Failed... return false; } // Set pixel format to device context if(!SetPixelFormat(g_hDC, nPixelFormat, &pfd)) { // Failed... return false; } // Create rendering context and make it current g_hGLRC = wglCreateContext(g_hDC); // Success? if(!g_hGLRC) { // Failed... return false; } // Make rendering context current... if(!wglMakeCurrent(g_hDC, g_hGLRC)) { // Failed... return false; } // Show the window ShowWindow(_hWnd,SW_SHOW); // Bring to front SetForegroundWindow(_hWnd); SetFocus(_hWnd); // Success return true; } /*------------------------------------------------------------------------------------------------ Function: Initialise Purpose: Set up gl settings, load textures etc. ------------------------------------------------------------------------------------------------*/ bool Initialise(void) { // Set up the viewport glViewport(0,0,g_iWindowWidth,g_iWindowHeight); // Set up texturing glEnable(GL_TEXTURE_2D); // Set default clear colour to black glClearColor(0.0f,0.0f,0.0f,1.0f); // Enable depth testing glEnable(GL_DEPTH_TEST); return true; } /*------------------------------------------------------------------------------------------------ Function: LoadTexture Purpose: Loads the texture into memory. ------------------------------------------------------------------------------------------------*/ bool LoadTexture(char* szFilename) { FILE* hFile; // File object to read data unsigned char cByte; // To read garbage data unsigned long iSize; // TGA image pixel count int iColorMode; // 4 for RGBA or 3 for RGB short int iWidth; // Image width short int iHeight; // Image height unsigned char iBitCount; // Colour depth unsigned char* pPixelData; // Open the file (binary) hFile = fopen(szFilename, "rb"); // Make sure OK if(!hFile){return false;} // Read first two bytes of data that we don’t need fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); // Read in the image type fread(&cByte, sizeof(unsigned char), 1, hFile); // for our purposes, the image type should be either a 2 or a 3 if ((cByte != 2) && (cByte != 3)) { // Failed... fclose(hFile); // Close the file return false; // Return false } // Read 9 bytes of data we don’t need fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); fread(&cByte, sizeof(unsigned char), 1, hFile); // Read image dimensions fread(&iWidth, sizeof(short int), 1, hFile); // Width fread(&iHeight, sizeof(short int), 1, hFile); // Height // Store global image variable g_iImageWidth = iWidth; g_iImageHeight = iHeight; // Read image bit depth fread(&iBitCount, sizeof(unsigned char), 1, hFile); // Read 1 byte of data we don’t need fread(&cByte, sizeof(unsigned char), 1, hFile); // If the the bitmode / 8 = 3 then it is a 24 bit image iColorMode = iBitCount / 8; // 24 bit images only if(iColorMode != 3) { return false; } // Make space for an alpha channel (RGBA = iColorMode = 4) iColorMode++; //Calculate the pixel data chunk size iSize = (iWidth * iHeight * iColorMode); // Allocate memory for the data chunk (image data) pPixelData = new unsigned char[iSize]; // Read in image data for(unsigned long i = 0;i < iSize;i += iColorMode) { // Read 3 bytes (RGB) fread(&pPixelData, sizeof(unsigned char), 3, hFile); // Is it a black pixel? (RGB = 000) if(pPixelData == 0) if(pPixelData[i+1] == 0) if(pPixelData[i+2] == 0) { // If it is then set the 4th pixel as transparent pPixelData[i+3] = 0; } else { // Else just make it opaque pPixelData[i+3] = 255; } } // Change BGR to RGB so OpenGL can read the image data for (unsigned long j = 0; j < iSize; j += iColorMode) { cByte = pPixelData[j]; // Store the R value pPixelData[j] = pPixelData[j + 2]; // Swap the R with the B pPixelData[j + 2] = cByte; // Swap the B with the R } // Close the file fclose(hFile); // Create 1 texture glGenTextures(1, &g_iTexture); // Bind the texture glBindTexture(GL_TEXTURE_2D, g_iTexture); // Set mip-map mode glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Generate a GL texture glTexImage2D(GL_TEXTURE_2D, // This is a 2D texture 0, // ? GL_RGBA, // Destination data uses RGBA colour space g_iImageWidth, // The texture width g_iImageHeight, // and height 0, // ? GL_RGBA, // Source data uses RGBA colour space GL_UNSIGNED_BYTE, // Data is stored in unsigned char array pPixelData); // The source data delete pPixelData; pPixelData = NULL; // Return success return true; } /*------------------------------------------------------------------------------------------------ Function: Mainloop Purpose: The main loop of the application ------------------------------------------------------------------------------------------------*/ void Mainloop(void) { // Clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Reset the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set the parallel mode glOrtho(0,g_iWindowWidth,0.0,g_iWindowHeight,-100.0,1.0); // Set matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Use this texture glBindTexture(GL_TEXTURE_2D, g_iTexture); // Store the matrix glPushMatrix(); // Set colour glColor4f(1.0f,1.0f,1.0f,1.0f); // Change to quad mode glBegin(GL_QUADS); // Render glTexCoord2f(0.0f,0.0f);glVertex2f(0.0f,0.0f); glTexCoord2f(1.0f,0.0f);glVertex2f(64.0f,0.0f); glTexCoord2f(1.0f,1.0f);glVertex2f(64.0f,64.0f); glTexCoord2f(0.0f,1.0f);glVertex2f(0.0f,64.0f); // Done glEnd(); // Restore Matrix glPopMatrix(); // Swap the buffers glFlush(); SwapBuffers(g_hDC); } [/SOURCE]
  4. Thanks all for your replies. I'll have a look at the uninitialised variables today, perhaps that is the problem. I will post some cut-down code here to demonstrate the problem. The directory structure is like this... Project +-Debug | +MyProject.exe (opens "Images\\Images.tga") | +- Release | +MyProject.exe (opens "Images\\Images.tga") | +-Images +Image.tga *For some reason, the Image.tga part of the above will not format properly, this should be under the Images folder.* I know that the Images folder is outside of the debug/release folders, but this work when running from the compiler because it uses the project path as the root. And even without running in the compiler, I can copy the exes to the right directory and still the debug works but the release doesn't. When I say that they both work fine, I mean that the function can open and read the file in both projects (I already have a file exists test there). Thanks Paul
  5. The paths are relative, and both work fine. I have a return value on the function that loads the textures and that returns true.
  6. When I produce an EXE in Debug mode, the textures in my application render no problem, the FPS is about 128. When I produce the EXE as a release application, there are no textures. I can see 1 rendered pixel and the FPS is abot 2500. Does anybody know what is happening?
  7. jonzy_x86

    Alpha Blending in Ortho 2D mode

    Thanks for the replies... I've had a mess around with the code and the following code... glAlphaFunc(GL_GREATER,0.1f); glEnable(GL_ALPHA_TEST); Renders non-black pixels opaque. But this code... glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_BLEND); // Turn blending on glDepthMask(GL_FALSE); // Disable the depth mask Just renders the image as semi-translucent still. glBlendEquation is an unknown function and throws an error. I don't know about texture environments or fragment shading, I am still learning about GL, thanks.
  8. I'm having some trouble getting my textures to blend correctly with alpha in Ortho mode. My texture loading code set black pixels to have 0.0f alpha and non-black pixels to have 1.0f alpha. Now, if I use: glAlphaFunc(GL_GREATER,0.1f); glEnable(GL_ALPHA_TEST); Then I can render the image whilst omitting the black areas as transparent, but all other pixels in that image are opaque. However... If I want to render the whole image as translucent then there is a problem: glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glColour4f(1.0f,1.0f,1.0f,1.0f); RenderImage(); The above code works, but the image appears to be semi-transparent, as if the alpha is set to 0.5f; And then... glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glColour4f(1.0f,1.0f,1.0f,0.3f); RenderImage(); Is almost completely invisible. Lighting is off. Any ideas?
  9. How can I resolve this? There are some classes in my code, but they are all initialised to 'new' objects.
  10. I cannot understand this... I have an SDL application, setup for OpenGL. Alpha blending is enabled and I can render a quad in 2D mode with alpha blending as long as I run the debugger through the code. However, If I use "build and run", the image will not display unless alpha blending is off. Totally confused.
  11. jonzy_x86

    OpenGL 2D Images (tga)

    Yeah, as I do have a linux box and a windows box, SDL does keep it simple for window management and messages and I have used that for the initial setup, but the rest is going to be GL. Instead of doing anything in code, I thought for now I would resize the canvas of my current NPOT images to the nearest POT value and just render the black areas as transparent.
  12. jonzy_x86

    OpenGL 2D Images (tga)

    Good points... I thought SDL/GL could be mixed, but if they can't then there is no point in using SDL at all. Right, so I'll have a look at using the textures instead, thanks!
  13. jonzy_x86

    OpenGL 2D Images (tga)

    Thanks for all the input guys. Having looked at the options, I have decided to just use SDL for all the 2D layer stuff, and all 3D rendering is going to be done in OpenGL. It just seems easier that way, and it seems to be unavoidable without either loss of quality, resizing images or silly functions to split images into 32x32 squares. Cheers!
  14. jonzy_x86

    OpenGL 2D Images (tga)

    Thanks, I have the code to render a quad, that's no problem, but it's just the POT images that are the problem. If I need to have OpenGL 2.0 support, I guess that would limit the availability of my finished product, if it gets far enough. One other solution for say a 640x480 image, would be to cut it into smaller 32x32 squares, then render them back as a 640x480 image. But that sounds like a pain. I think I'd better look at SDL... hmmm.
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