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). > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

