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Jan Harms

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  1. Okay I solved it.    In case the texture had no pre-generated mipmaps, the data was only read partly because the bufferSize was devided by 1.5, which is needed for the case with mipmaps. The solution was therefore to replace this code       //    determine dataBuffer size     bufferSize = mipMapCount > 1 ? linearSize * 2 : linearSize;     dataBuffer = new unsigned char [bufferSize*2];     //    read data and close file     if (file.read((char*)dataBuffer, bufferSize/1.5))         cout<<"Loading texture "<<path<<" successful"<<endl;   by this code       //    determine dataBuffer size     bufferSize = mipMapCount > 1 ? linearSize * 2 : linearSize * 1.5;     dataBuffer = new unsigned char [bufferSize*2];     //    read data and close file     if (file.read((char*)dataBuffer, bufferSize/1.5))         cout<<"Loading texture "<<path<<" successful"<<endl;   Thanks for your help.
  2. Thanks for your answer.    Well this kind of works. Somehow only a few of my chars get drawn then, others are just invisible/(black if no transparency) so the texture is not loaded correctly there. 
  3. Hi everyone,    I am currently working at rendering bitmap fonts. For that I want to load dds textures. Now the program I use creates these dds files without any mipmaps, but the dds-loader I used before for some model textures seems to only work with pre-generated mipmaps.     This is my loader:           //    structures for reading and information variables     char magic[4];     unsigned char header[124];     unsigned int width, height, linearSize, mipMapCount, fourCC;     unsigned char* dataBuffer;     unsigned int bufferSize;     fstream file(path, ios::in|ios::binary);     //    read magic and header     if (!file.read((char*)magic, sizeof(magic))){         cerr<< "File " << path << " not found!"<<endl;         return false;     }     if (magic[0]!='D' || magic[1]!='D' || magic[2]!='S' || magic[3]!=' '){         cerr<< "File does not comply with dds file format!"<<endl;         return false;     }     if (!file.read((char*)header, sizeof(header))){         cerr<< "Not able to read file information!"<<endl;         return false;     }     //    derive information from header     height = *(int*)&(header[8]);     width = *(int*)&(header[12]);     linearSize = *(int*)&(header[16]);     mipMapCount = *(int*)&(header[24]);     fourCC = *(int*)&(header[80]);     //    determine dataBuffer size     bufferSize = mipMapCount > 1 ? linearSize * 2 : linearSize;     dataBuffer = new unsigned char [bufferSize*2];     //    read data and close file     if (file.read((char*)dataBuffer, bufferSize/1.5))         cout<<"Loading texture "<<path<<" successful"<<endl;     else{         cerr<<"Data of file "<<path<<" corrupted"<<endl;         return false;     }     file.close();     //    check pixel format     unsigned int format;     switch(fourCC){     case FOURCC_DXT1:         format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;         break;     case FOURCC_DXT3:         format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;         break;     case FOURCC_DXT5:         format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;         break;     default:         cerr << "Compression type not supported or corrupted!" << endl;         return false;     }     glGenTextures(1, &ID);     glBindTexture(GL_TEXTURE_2D, ID);     glPixelStorei(GL_UNPACK_ALIGNMENT,1);     //glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,0);     unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;     unsigned int offset = 0;     /* load the mipmaps */     for (unsigned int level = 0; level < mipMapCount && (width || height); ++level) {         unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize;         glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,                             0, size, dataBuffer + offset);         offset += size;         width  /= 2;         height /= 2;     }     textureType = DDS_TEXTURE;     return true;   Now if there are no mipmaps, mipMapCount is equal to 0, and the loop does not start. I tried to set the glTexParameter and increased mipMapCount manually, but didn't really work(it showed only the "d" of "Hello World!" for some reason XD). So I'm kinda stuck now.    I think somewhere I have to manually create the mipmaps with glGenerateMipmap but I'm not sure where and in what why the loop still works then.   I hope someone can help me out here.    Thanks in advance.