Small Areas of a BMP
I have a BMP and it has many textures in it. I want to load only certain portions of it. How would I do that? Someone mentioned SubBitmaps but I think that was for DJGPP.
you need to know the ratios for each smaller part of the bitmap. For example:
-bmb is devided into four equal quadrants
--Texture Coords For Upper Left Quadrant
----0, 0.5
----0.5, 0.5
----0.5, 1
----0, 1
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
-bmb is devided into four equal quadrants
--Texture Coords For Upper Left Quadrant
----0, 0.5
----0.5, 0.5
----0.5, 1
----0, 1
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
Alex BroadwinA-Tronic Software & Design-----"if you fail in life, you were destined to fail. If you suceed in life, call me.""The answer is out there.""Please help, I'm using Windows!"
I don''t really see the question, but
just in your bitmap loading code you wrote, just read the pixel you need
just in your bitmap loading code you wrote, just read the pixel you need
(you can find me on IRC : #opengl on undernet)
A common technique is to load an image-resource bitmap that contains lots of little bitmaps. It''s less overhead on DirectX since you need to load the image into a single surface, rather than creating a multitude of surfaces for each little bitmap. Then, when you need a particular bitmap, you simply BitBlt/copy out the subsection you need. This is especially good when working with rectangular or square tiles. A 256x256 bitmap image could then contain 64 tiles that are 32x32 each. Tile 0 would be at (0,0), tile 1 at (16,0), ... tile 8 at (16,0), etc..
// CHRIS
// CHRIS
// CHRIS [win32mfc]
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