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About returnONE

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  1. SDL and C++ Classes

    Hi munchor, Your doubts are basically C++ doubts instead of SDL related. I'd totally consider studying C++ and Object Oriented Programming fist before really geting into SDL, OpenGL and etc. Don't get me wrong, but I'm saying that because I was just like you, and could only really get things on my own when I decided to learn this topics. If you already program, it's going to be really fast to learn, and I recommend the book "Sams teach yourself c plus plus in one hour a day". Really helped me to study by myself. []'s
  2. Sorry for the delay! Yes, glGenTextures gives me an ID to each texture that I ask for being loaded. I can simply consider the number it gives me. Everything went better then expected. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  3. Hi guys, I'm having a hard time implementing a dynamic texture loader with OpenGL (and SDL). So far I've created a dynamic list, where the nodes keep pointer to the textures and I can add or delete any members of it, any time, where each scene of the game (splash, menu, in-game, etc) have its list and control its textures to be used, and it works perfectly. Unfortunatelly I've stucked in a point. The function glGenTextures() asks for a predetermined number of textures in the very begining of the application. I've researched about it, and got that glGenTextures() simply determine IDs to the textures, but do not alloc it. My question here is, how can I load my textures dynamically, since OpenGL seems to limit it in a way that I have to predetermine the number of textures? Current texture load source: [code]SetMyImageList(LoadImage("Data/Images/Splash.png"), "Splash"); GetMyImageList()->NewNode(LoadImage("Data/Images/Splash2.png"), "Splash2");[/code] - image is defined in my class - pimage is a pointer to image. the list require the image data as a pointer. [code]GLuint* Scene::LoadImage(char* fileName) { GLuint* pimage; pimage = ℑ SDL_Surface* surface = IMG_Load(fileName); if (!surface) { fprintf(stderr, "Unable to load image: %s\n", SDL_GetError()); SDL_Quit(); } //GLuint* teste = GetImageAddess(); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); wTex = surface->w; hTex = surface->h; return pimage; }[/code]
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