Reputation: 50097
All,
I am trying to load up a bmp file into a GLubyte array (without using aux).
It is unbelievable how what I thought would have been a trivial task is sucking up hours of my time.
Can't seem to find anything on Google!
This is what I hacked together but it's not quite working:
// load texture
GLubyte *customTexture;
string fileName("C:\\Development\\Visual Studio 2008\\Projects\\OpenGL_Test\\Crate.bmp");
// Use LoadImage() to get the image loaded into a DIBSection
HBITMAP hBitmap = (HBITMAP)LoadImage( NULL, (LPCTSTR)const_cast<char*>(fileName.c_str()), IMAGE_BITMAP, 0, 0,
LR_CREATEDIBSECTION | LR_DEFAULTSIZE | LR_LOADFROMFILE );
customTexture = new GLubyte[3*256*256]; // size should be the size of the .bmp file
GetBitmapBits(hBitmap, 3*256*256, (LPVOID) customTexture);
GetBitmapDimensionEx(hBitmap,&szBitmap);
What happens is the call to LoadImage seems to be returning Undefined Value (NULL? I am not able to figure out if it's actually loading the bmp or not - a bit confused).
At the moment I am converting bmps to raw then it's all easy.
Anyone has any better and cleaner snippet?
Upvotes: 0
Views: 5111
Reputation: 400224
LoadImage()
can only load bitmaps that are embedded into your executable file with the resource compiler - it can't load external bitmaps from the filesystem. Fortunately, bitmap files are really simple to read yourself. See Wikipedia for a description of the file format.
Just open up the file like you would with any other file (important: open it in binary mode, i.e. with the "rb"
option using fopen
or the ios::binary
flag using the C++ ifstream
), read in the bitmap dimensions, and read in the raw pixel data.
Upvotes: 1