Cronk
11-17-2006, 06:08 AM
Hi!
I just started OpenGL coding under MSVC++, learning from the NeHe Tuts. I'm on Texture mapping now and want to load a bitmap. The problem is, I always get an C3861 Error at compiling the Code. The part of the Code looks following, please forgive the german in it ;) :
int LoadGLTextures() { //Bitmaps laden und in Texturen konvertieren
int Status = FALSE;
AUX_RGBImageRec *TextureImage[1]; //Speicherplatz für die Textur anlegen
memset(TextureImage,0,sizeof(void *)*1); //...aber vorher lieber schauen ob der auch leer ist ;-)
if (TextureImage[0]=LoadBMP("cronk_cube.bmp")) { //Grafik laden
Status = TRUE; //Alles klar :-)
glGenTextures(1, &texture[0]); //Textur erstellen
glBindTexture(GL_TEXTURE_2D, texture[0]); //Als 2D Textur deklarieren
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX,TextureImage[0]->sizeY, 0, GL_RGB,GL_UNSIGNED_BYTE, TextureImage[0]->data); //Diverses über die Textur
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR); //parameter
}
if (TextureImage[0]) {
if (TextureImage[0]->data) {
free(TextureImage[0]->data);
I just started OpenGL coding under MSVC++, learning from the NeHe Tuts. I'm on Texture mapping now and want to load a bitmap. The problem is, I always get an C3861 Error at compiling the Code. The part of the Code looks following, please forgive the german in it ;) :
int LoadGLTextures() { //Bitmaps laden und in Texturen konvertieren
int Status = FALSE;
AUX_RGBImageRec *TextureImage[1]; //Speicherplatz für die Textur anlegen
memset(TextureImage,0,sizeof(void *)*1); //...aber vorher lieber schauen ob der auch leer ist ;-)
if (TextureImage[0]=LoadBMP("cronk_cube.bmp")) { //Grafik laden
Status = TRUE; //Alles klar :-)
glGenTextures(1, &texture[0]); //Textur erstellen
glBindTexture(GL_TEXTURE_2D, texture[0]); //Als 2D Textur deklarieren
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX,TextureImage[0]->sizeY, 0, GL_RGB,GL_UNSIGNED_BYTE, TextureImage[0]->data); //Diverses über die Textur
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR); //parameter
}
if (TextureImage[0]) {
if (TextureImage[0]->data) {
free(TextureImage[0]->data);