When I try Load_PICTURE with the 'masm32.bmp' from media dir, it work fine. But when i put my own picture (24 bits) the image don't appears on the screen. Load_Picture return TRUE.
What can be the problem?
thanks
paste the code you're using & the picture.
Here are the code (based on your framework)
InitGl Proc uses esi edi ebx
invoke glShadeModel, GL_SMOOTH ;Enables Smooth Shading
invoke glClearColor, CFLT(0.0),CFLT(0.0),CFLT(0.0), CFLT(1.0) ;Black Background
invoke glClearDepth, CDBL(1.0) ;Depth Buffer Setup
invoke glEnable, GL_DEPTH_TEST ;Enables Depth Testing
invoke glDepthFunc, GL_LEQUAL ;The Type Of Depth Test To Do
invoke glHint, GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ;Really Nice Perspective Calculations
invoke Load_PICTURE, CSTR("Julieta.JPG"), addr Texture1, -1
.if eax == FALSE
mov eax, FALSE
ret
.endif
invoke Init_Textures_Context
invoke Create_2D_Texture, Texture1._Datas, Texture1._Width, TRUE, GL_RGBA, GL_RGBA
mov Texture1_Id, eax
.if eax == FALSE
ret
.endif
ret
InitGl endp
and the Draw Part
invoke glClear, GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT
; Draw scene here
invoke glPushMatrix
invoke glTranslatef, CFLT(0.0), CFLT(0.0), CFLT(-4.0)
invoke glRotatef, RotX, CFLT(0.0), CFLT(1.0), CFLT(0.0)
invoke glRotatef, RotY, CFLT(1.0), CFLT(0.0), CFLT(0.0)
invoke glRotatef, RotZ, CFLT(0.0), CFLT(0.0), CFLT(1.0)
invoke glEnable, GL_TEXTURE_2D
invoke glBindTexture, GL_TEXTURE_2D, Texture1_Id
invoke glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR
invoke glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR
invoke glBegin, GL_QUADS
invoke glColor3f, CFLT(1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(-1.0)
invoke glColor3f, CFLT(0.5), CFLT(0.5), CFLT(0.5)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(-1.0f)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(-1.0f)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(1.0f)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(1.0f)
invoke glColor3f, CFLT(0.7), CFLT(0.7), CFLT(0.7)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(1.0), CFLT(-1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(-1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(0.0)
invoke glVertex3f, CFLT(-1.0), CFLT(-1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(1.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(1.0)
invoke glTexCoord2f, CFLT(0.0), CFLT(1.0)
invoke glVertex3f, CFLT(-1.0), CFLT(1.0), CFLT(-1.0)
invoke glEnd
invoke glDisable, GL_TEXTURE_2D
invoke glPopMatrix
ret
Another thing, if i rename the attached jpg, and put it the name 'masm32.jpg', and place it into framework dir 'Media', then the program 'Display_JPG.exe' don't work.
thanks for your answer. and your FrameWork of couse.
regards
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Textures' sizes need to be power of 2 (eg. 1024x1024, 512x512 etc).
Ok, works fine.
Thanks
regards