Hey, I'm having a problem with DevIL that's only recently occurred, when I
load an image using either ilutGLLoadImage or ilLoadImage (both report no
errors) anything I then render to the screen appears faded (Not at 100%
alpha) even if I'm just rendering a normal coloured quad (the quad renders
fine when I don't load the image)
Does anyone have any clue as to why this may be happening?
The code I'm using to load the images is:
<--- Begin code
e = ilGetError();
m_format = ilGetInteger(IL_IMAGE_FORMAT);
m_width = ilGetInteger(IL_IMAGE_WIDTH);
m_height = ilGetInteger(IL_IMAGE_HEIGHT);
m_bpp = ilGetInteger(IL_IMAGE_BPP);
while (g = glGetError())
const unsigned char* err = gluErrorString(g);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, m_bpp, m_width, m_height, 0, m_format,
<--- end code
(Neither glGetError or ilGetError report a problem, and I am Initialising
il, ilu, and ilut (and setting the renderer for ilut)
I'm using C++, Visual studio 2008 (although the problem is the same on
Visual Studio 2005) on Windows XP SP3
Hopefully someone has a clue what's wrong as I'd hate to end up using
Thankyou for your time
(p.s. Sorry for posting in both here and the support requests, I'm unamiliar with sourceforge and only just found this forum, but thought that this was a better place for my post)
I have no clue what's wrong right now. I haven't heard of this problem before. I will try to replicate this behavior, but it may be a couple of weeks, since the end of the school semester is near.
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