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About DJLaitier

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  1. DJLaitier

    Frame Problem with Bitmaps

    ahhh, i hadn´t understood it. so, my handle Array is getting filled with the reference of the bitmap, so i can save the value of my variable, and later i can use it like a pointer ?
  2. DJLaitier

    Frame Problem with Bitmaps

    uhm, i think, i´m too stupid to find the FAQ ^^ And just another question: my int-variable "handle" never gets a value, does it? Gl.glGenTextures(handle.Length, handle); That´s the only Row, where it´s been used so, i think, it doesn´t get a value, it´s just an int- array
  3. DJLaitier

    Frame Problem with Bitmaps

    Well, my Textures are in an Bitmap Array, and i just draw them on the Quads.. Or do you mean, i should use Pointers?
  4. Hello Community, I´ve got a problem with the texturing of some Quads (about 4000) in a 2D Projection. @ first: Here´s the code int x = 0; int y = 0; m_Width = 32; m_Height = 32; handle = new int[1]; m_Handle = handle[0]; Gl.glGenTextures(handle.Length, handle); rect = new Rectangle(0, 0, m_Width, m_Height); while (x < 30) { while (y < 30) { bitmap = (Bitmap)values.bmpBackgroundArray[x, y].Clone(); bdata = bitmap.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, bitmap.PixelFormat); Gl.glBindTexture(Gl.GL_TEXTURE_2D, m_Handle); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB, m_Width, m_Height, 0, Gl.GL_BGR, Gl.GL_UNSIGNED_BYTE, bdata.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2f(0, 0); Gl.glVertex2f(x * 32, y * 32); Gl.glTexCoord2f(0, 1); Gl.glVertex2f(x * 32, y * 32 + m_Height); Gl.glTexCoord2f(1, 1); Gl.glVertex2f(x * 32 + m_Width, y * 32 + m_Height); Gl.glTexCoord2f(1, 0); Gl.glVertex2f(x * 32 + m_Width, y * 32); Gl.glEnd(); Gl.glDisable(Gl.GL_TEXTURE_2D); bitmap.UnlockBits(bdata); bitmap.Dispose(); Gl.glDeleteTextures(1, handle); y++; } y = 0; x++; } This does draw the whole Quads with their Texture. But cause these are so many, my framerate really crashes. My Bitmaps are about 32 x 32 pixel, and are drawn 30 times to the right, and same to the bottom. Is there a better way to draw the Bitmaps? Maybe I should use a big bitmap to do so? Thanks guys
  5. DJLaitier

    OpenGL draws Texture incorrect

    Yes, that has done the job And i changed the Image-Format, so I choosed a .jpg (no alpha-channel), and now, it´s displaying it very good Thanks
  6. Hey Community I´m trying to display a Quad with a texture, but it´s displaying just some pixels: [media]http://imageshack.us/photo/my-images/21/errorkpl.jpg/[/media] Here´s my code: int x1, x2, y1, y2; public Form1() { x1 = 20; x2 = 100; y1 = 20; y2 = 100; InitializeComponent(); this.simpleOpenGlControl1.InitializeContexts(); const int XSIZE = 640; const int YSIZE = 480; Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Gl.glOrtho(0, XSIZE, YSIZE, 0, 0, 1); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glDisable(Gl.GL_DEPTH_TEST); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); // Texture Bitmap b = new Bitmap(@"C:\Documents and Settings\MartDani\Desktop\menu_button.bmp"); Bitmap bitmap; bitmap = (Bitmap)b.Clone(); // Input bitmap kopieren int m_Width = bitmap.Width; int m_Height = bitmap.Height; int[] handle = new int[1]; Gl.glGenTextures(handle.Length, handle); int m_Handle = handle[0]; handle = null; Rectangle rect = new Rectangle(0, 0, m_Width, m_Height); System.Drawing.Imaging.BitmapData bdata = bitmap.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadOnly, bitmap.PixelFormat); Gl.glBindTexture(Gl.GL_TEXTURE_2D, m_Handle); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGB, m_Width, m_Height, 0, Gl.GL_RGB, Gl.GL_UNSIGNED_BYTE, bdata.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_DECAL); Gl.glColor3f(1f, 1f, 1f); Gl.glBegin(Gl.GL_QUADS); Gl.glTexCoord2f(x1, y1); Gl.glVertex2f(x1, y1); Gl.glTexCoord2f(x1, y2); Gl.glVertex2f(x1, y2); Gl.glTexCoord2f(x2, y2); Gl.glVertex2f(x2, y2); Gl.glTexCoord2f(x2, y1); Gl.glVertex2f(x2, y1); Gl.glEnd(); Gl.glDisable(Gl.GL_TEXTURE_2D); bitmap.UnlockBits(bdata); bitmap.Dispose(); // // Point Gl.glBegin(Gl.GL_POINTS); Gl.glVertex2f(5, 5); Gl.glEnd(); // /Point // Quad Gl.glEnable(Gl.GL_TEXTURE_2D); Gl.glBegin(Gl.GL_QUADS); Gl.glColor3f(1, 0, 0); Gl.glVertex2f(x1 + 100, y1 + 100); Gl.glVertex2f(x2 + 100, y1 + 100); Gl.glVertex2f(x2 + 100, y2 + 100); Gl.glVertex2f(x1 + 100, y2 + 100); Gl.glEnd(); // /Quad } I hope, anyone Can help me Greetings from Germany
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