| I'm trying to display an image with OpenGL. I haven't seen any example around so i changed some code from the examples given by Peter Scheutz [see below]. In BlitzDirect_BP_Example_04.bb there is a function which creates a texture. I used this routine but instead of freeing the bank i returned the bank-handle so i can send the address to glDrawPixels. But I keep on getting error messages when i call this.
 Does anyone have any ideas what is wrong with the code?
 
 
 
img = glLoadImage ("...")	; during initGL
glDrawimage (x, y, img)		; during drawing routine
function glLoadImage(filename$)
	; code just a copy from BlitzDirect_BP_Example_04.bb
	; by Peter Scheutz
	Local texture1 = LoadImage(filename$)
	If texture1 = 0 Then Return
	
	w=ImageWidth(texture1)
	h=ImageHeight(texture1)
	texBuf=ImageBuffer( texture1 )
	
	pixels=CreateBank(w*h*3) ; GL_RGB
	
	pitch=w*3
	i=BankSize(pixels)-pitch
	LockBuffer texBuf
		
	For y=0 To h-1
	For x=0 To w-1	
		pix=ReadPixelFast(x,y,texBuf)
		r=(pix And $FF0000) Shr 16
		g=(pix And $FF00) Shr 8	
		b=pix And $FF
		
		PokeByte pixels,i,r
		PokeByte pixels,i+1,g		
		PokeByte pixels,i+2,b					
		i=i+3
	Next 
		i=i-pitch*2
	Next 
	UnlockBuffer texBuf
	FreeImage texture1
	
	return pixels
end function
function glDrawImage (x,y, img)
	glMatrixMode GL_MODELVIEW
	glLoadIdentity
	glRasterPos2i (x, y)
	glDrawPixels (width, heigt, GL_RGB, GL_UNSIGNED_BYTE, img)
	; width & height should be specified..
end function
 Thanks!
 
 
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