Jump to content
  • Advertisement

Monkey_Missile

Member
  • Content Count

    7
  • Joined

  • Last visited

Community Reputation

104 Neutral

About Monkey_Missile

  • Rank
    Newbie
  1. Monkey_Missile

    Problem loading a particular .png file

    Great feedback! Thanks I will use this.
  2. Monkey_Missile

    Problem loading a particular .png file

    Ugh sorry about the delay there. Here's the image load function, which part would allow me to convert the format?   GLuint mainApp::OnLoad(const std::string &fileName){ SDL_Surface *image = IMG_Load(fileName.c_str()); SDL_DisplayFormatAlpha(image); unsigned object(0); glGenTextures(1, &object); glBindTexture(GL_TEXTURE_2D, object); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w, image->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); return object; }
  3. Monkey_Missile

    Problem loading a particular .png file

    I'm using an NVIDIA GeForce GTX560 Ti. I've changed the image to a 1024x1024 and still no dice plus other non-power-of-two images still work. Changing it to a .bmp works but only if 32 bit. 16 and 24 bit still crash. Also .png files from what I gather can only be 8 bit but that can't be it since the other smaller 48x48 texture which is a .png works fine.   I was hoping to avoid .bmp files due to their size so I'll still try fixing this before doing that. If this is a problem in the beginning where openGL is being initialized then I'm not sure where to look. The code from the init is as follows:   //Initialize SDL if(SDL_Init(SDL_INIT_EVERYTHING) < 0){ return false; } //Set OpenGL memory usage SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); //Set window caption SDL_WM_SetCaption("Test", NULL); //Size of the window if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,SDL_OPENGL) == NULL){ return false; } //Specify the clear color and what portion of the screen will display glClearColor(0,0,0,1); glViewport(0,0,SCREEN_WIDTH,SCREEN_HEIGHT); //Shader model glShadeModel(GL_SMOOTH); //2D rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); //Depth testing only used with 3D rendering glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4. I've been using SDL with openGL to create a project and for some reason using IMG_Load followed by SDL_DisplayFormatAlpha causes a crash only when I use the attached file. I'm doing this in Code::Blocks so I'm not sure if the file is just too big or what. Any guesses as to what might be doing this and how to resolve it?   [attachment=14870:background.png]
  5. Monkey_Missile

    Help with for loops and strings when loading files.

    Washu's suggestion worked, thanks Now to get my rendering function to work. I'll be back if I get stuck again.
  6. With C++ and SDL I'm having a bit of a brain fart remembering and finding the syntax for what I'm trying to do. I have a for loop in a function that is loading files into an array. (char* file, int number) are the two parameters of the function where file is the first part of the file name and number is the number of files. I have the files named as such: example0.png example1.png example2.png The code for the for loop is as follows: for (int i = 0; i < number; i++) { Array = OnLoad((file) + i + ".png") ; } OnLoad is a function I have for loading files which works independently of this. My question is when I pass the parameters "example" and "3" to the function and thus this for loop how do I have the above translate it into "example0.png" and so on.
  7. Hello I've been practicing coding on and off for awhile with C++ and SDL with the intention of making 2D games and have a fairly good grasp of it. However, SDL isn't the best for doing everything I want such as rotation so I want to move into openGL for a number of reasons. Does anyone know of some good documentation or tutorials that start with a blank project and build up to an SDL->openGL environment that includes loading images from file to be used by openGL and drawing them? This includes numerous file types like .PNG files and not just .BMP files.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!