Thanks, I discovered that thing a while ago! Sprite data are
references to palette colours, and I thought they were RGB triplets :)


On Thu, 24 Feb 2005 21:00:42 +0000, Philip Searle
<[EMAIL PROTECTED]> wrote:
> Rodrigo 'r2d2rigo' Diaz wrote:
> > Hi, I want to load a SPR file to use it as a texture in one OpenGL
> > program. I have based my code from the one in sprgen.c. For testing,
> > I'm using a single frame 256*256 sprite, and I follow this order for
> > reading the data:
> > -1 struct dsprite_t (sprite header)
> > -1 short (# of palette indexes - 256)
> > -256 bytes (colours of the palette indexes)
> > -1 struct spriteframetype_t (frame type - single or multiple)
> > -1 struct dspriteframe_t (sprite frame header)
> > -dspriteframe_t->height*dspriteframe_t->width bytes (height*width
> > bytes - sprite frame data)
> > And then I create the texture with glTexImage2D. The problem is the
> > final texture gets messy; did I miss something? Is there any
> > documentation about SPR file format?
>
> I'm not sure whether this was a typo, but the palette is actually 256*3
> bytes (red, green and blue).
>
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