Hello Daniel, DK> Keep pointers to all the images when you load them in, then use OpenGL to DK> render the materials preview window, using these textures :) thanks, but I needed to draw them on another window, without OpenGl context... as HBitmaps. And here is solution - glGetTexImage function (maybe for someone it will be usefull):
int length = width*height*4; char *image = new char[length]; glGetTexImage(target, level, GL_BGRA, GL_UNSIGNED_BYTE, image); then you can use CreateDIBSection to create HBitmap, or create file, write BMPFILEHEADER, BMPINFOHEADER and then just write returned value and you'll have texture saved back into .bmp :) Best regards, Vyacheslav "Hoaxer" Djura http://www.hl2source.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

