Not sure how to do this without GLFW, but with that library, here's the code: http://hpaste.org/fastcgi/hpaste.fcgi/view?id=27322#a27322
<http://hpaste.org/fastcgi/hpaste.fcgi/view?id=27322#a27322>You must convert your PNG file to a TGA file for GLFW. On Sun, Jul 11, 2010 at 6:07 AM, Hector Guilarte <[email protected]>wrote: > Hello, > > I already send this to the HOpenGL list, but I'm kind of in a hurry with > this and I'll probabbly get more responses from you... > > I've been looking for a way to map a texture into a Quad primitive with > HOpenGL with no luck. I've already done this in C++ and had no problem. I > did the tutorial in http://www.haskell.org/~pairwise/HOpenGL/HOpenGL.html, > downloaded > the sources, compiled them and it worked great (After changing a 2 lines to > make it work with OpenGL's latest version), but when I change the code to > use a .rgb file created by me with the program they provide from a .png file > of 256x256 pixels I don't have the same luck... My OpenGL version > is 2.4.0.1... > > I'm REALLY lost, clueless, so any kind of help would be > greatly appreciated. > > I checked the textures in the examples of the red book, but they are > "procedural" textures, and I need to map an image. > > One of the pictures I need to map is in > http://dl.dropbox.com/u/1476919/Orange256.png > Are six like that one and are for making a Rubik's Cube. After I finish it > I'll upload it to hackage and let you all know. > > Thanks a lot, > > Héctor Guilarte > > _______________________________________________ > Haskell-Cafe mailing list > [email protected] > http://www.haskell.org/mailman/listinfo/haskell-cafe > >
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