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


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