OpenGL Texture from Char* Buffer - Printable Version
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OpenGL Texture from Char* Buffer - gradyeightythree - May 15, 2009 08:26 PM
I'm not sure if anyone here has read Game Coding Complete by Mike McShaffry (it deals with a lot of Win32/DirectX specific issues) but it lays out a solid framework for a game engine using c++. I decided it would be a fun project to (attempt to) port to Mac OS X/OpenGL using mostly c++ with a little obj-c and I have a question:
He uses a resource cache that loads game assets from zip files (using zlib), storing the contents of each individual file (whether it be a .bmp or a .jpeg or a .wav or whatever) in a char* buffer. This is very useful under Windows/DirectX as there is a Direct3D CreateTextureFromMemory() function that takes the char* buffer and spits out a D3D texture.
I'm trying to figure out the best way to go about doing this on a Mac for an OpenGL texture. I tried the following:
From there I could get the CGImageRef in to a texture, but it doesn't seem to be reading the char buffer correctly as my width and height always end up being 0.
Does anyone have any suggestions/ideas? Thanks a lot!