simonskid
09-27-2006, 11:51 AM
This one must have been done 100 times, but I can't find the answer anywhere.
Using an 8-bit DIB under win32; glDrawPixels uses the colour tables when:
glPixelTransferi ( GL_MAP_COLOR, GL_TRUE );
is set, together with something like:
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_R, pBMData->RColourTable.nItems, pBMData->RColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_G, pBMData->GColourTable.nItems, pBMData->GColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_B, pBMData->BColourTable.nItems, pBMData->BColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_A, pBMData->AColourTable.nItems, pBMData->AColourTable.pMemory );
However glTexImage2D doesn't seem to - I just get a black texture (no errors reported). Whats happening?
Using an 8-bit DIB under win32; glDrawPixels uses the colour tables when:
glPixelTransferi ( GL_MAP_COLOR, GL_TRUE );
is set, together with something like:
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_R, pBMData->RColourTable.nItems, pBMData->RColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_G, pBMData->GColourTable.nItems, pBMData->GColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_B, pBMData->BColourTable.nItems, pBMData->BColourTable.pMemory );
glPixelMapuiv ( GL_PIXEL_MAP_I_TO_A, pBMData->AColourTable.nItems, pBMData->AColourTable.pMemory );
However glTexImage2D doesn't seem to - I just get a black texture (no errors reported). Whats happening?