}
m_gl_context = SDL_GL_CreateContext(m_window);
+
+ glClearColor(1.f,1.f,1.f,1.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ Present();
ResizeViewport(800, 600);
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
+ GLenum texture_format = (surf->format->Rmask == 0x000000FF) ? GL_RGBA : GL_BGRA;
+ Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", surf->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
+
if (SDL_SaveBMP(surf, filename) != 0)
Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
Fatal("Could not understand SDL_Surface format (%d colours)", bmp->format->BytesPerPixel);
break;
}
- Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
+ //Debug("SDL_Surface %d BytesPerPixel, format %d (RGB = %d, BGR = %d, RGBA = %d, BGRA = %d)", bmp->format->BytesPerPixel, texture_format, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA);
- GLuint texID;
+ GLuint texID;
+ glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
glTexImage2D(GL_TEXTURE_2D, 0, bmp->format->BytesPerPixel, w, h, 0, texture_format, GL_UNSIGNED_BYTE, bmp->pixels);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, texID);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
glBegin(GL_QUADS);
- glTexCoord2i(0,0); glVertex2f(-0.5f*w, -0.5f*h);
- glTexCoord2i(1,0); glVertex2f(0.5f*w, -0.5f*h);
- glTexCoord2i(1,1); glVertex2f(0.5f*w, 0.5f*h);
- glTexCoord2i(0,1); glVertex2f(-0.5*w,0.5*h);
+ glTexCoord2i(0,0); glVertex2f(0,0);
+ glTexCoord2i(1,0); glVertex2f(1,0);
+ glTexCoord2i(1,1); glVertex2f(1,1);
+ glTexCoord2i(0,1); glVertex2f(0,1);
glEnd();
glDisable(GL_TEXTURE_2D);
-
- //SDL_FreeSurface(bmp);
+ SDL_FreeSurface(bmp);
}