Oops... I'm wrong... I just read that besides the numberous constants
you can pass in as the "internal format" parameter you can also just
specify the number of components as either 1, 2, 3 or 4.
I.e.:
"internalformat
The number of color components in the texture. Must be 1, 2, 3, or 4, or
one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8,
GL_ALPHA12, GL_ALPHA16,..."
-ben
> -----Original Message-----
> From: Ben Houston [mailto:be...@ex...]
> Sent: Sunday, September 30, 2001 10:47 PM
> To: 'csg...@li...'
> Subject: Q about PreTexture2D settings.
>
> Hi all,
>
> In "csopengl.c" the function "DMGetTex2DInfo(...)" sets up a
Texture2DInfo
> structure. In that structure it sets the "internFormat" to the value
"3".
> Later on this variable gets passed in as the "internal format" setting
in
> the GL.glTexImage2D() function. As far as I can tell the value "3" is
not
> a valid setting. What I am wondering is if this a trick or a mistake
or
> am I missing something?
>
> <code>
> DLLOBJ BOOL DMGetTex2DInfo(HBITMAP hBitmap, Texture2DInfo * ret)
> {
> BITMAPINFO bInfo;
>
> [...snip...]
>
> ret->internFormat = 3;
> ret->type = GL_UNSIGNED_BYTE;
> ret->format = GL_RGB;
> </code>
>
> Take care,
> -ben
>
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