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Loading bmp as resources in Visual C++ 6

Started by January 17, 2001 05:32 PM
0 comments, last by SWortham 23 years, 10 months ago
I have been writing OpenGL programs for a while. But I have never been very faimiliar with Visual C++. I used to use TC++ and QBASIC. Anyway, I have used the tutorials on this site a lot and I still use the methods they promote here. I load my texture with the following function: AUX_RGBImageRec *LoadBMP(char *Filename) //Loads A Bitmap Image { FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); // Check To See If The File Exists if (File) // Does The File Exist? { fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } return NULL; // If Load Failed Return NULL } Is there an easy way to load the texture from a Visual C++ resource instead? I have already made a .bmp as a resource but I don''t know what kind of source I need to load it. - See OpenGL at www.stevescomp.atfreeweb.com
- I program. Do you? www.gldomain.com
I had some trouble with this myself. I wanted to put all my textures as resources and use them, but I think OpenGL will think it''s an incompatible type. I did something like

...
if(TextureImage[0]=MAKEINTRESOURCE(picture)){
...

It compiled an all, but is crashed when I ran the program, I believe that you need to have a pointer to a texture. I just thought about that, maybe auxDIBImageLoad(MAKEINTRESOURCE(picture)) may work. I''ll try this when I''m home from school. Be sure to include "resource.h" in the main .c/.cpp file before compiling.

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Big-Felt

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