OpenIL Problem

This is a discussion on OpenIL Problem within the Game Programming forums, part of the General Programming Boards category; I've written the following function to load textures through OpenIL en mass, but when I run it I get a ...

  1. #1
    Supermassive black hole cboard_member's Avatar
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    OpenIL Problem

    I've written the following function to load textures through OpenIL en mass, but when I run it I get a runtime error: "Stack around variable texid corrupted".

    Here's the function:

    Code:
    #define TEXTURES_COUNT 2
    
    // texture list - used to index textures array
    #define TEX_STONE       1
    #define TEX_BLUE        2
    
    // names of textures used to load texture files
    char    *textureNames[TEXTURES_COUNT] = { "data\\stone.tga",
                                              "data\\blue.tga"
                                            };
    
    GLuint  uiTextures[TEXTURES_COUNT];  // Holds all game textures
    
    bool LoadTextures ()
    {
            int             i;
            ILuint          texid;
            ILboolean       bLoad;
    
            // Check OpenIL version first
            if (ilGetInteger (IL_VERSION_NUM) < IL_VERSION)
            {
                    MessageBox (0, "Invalid OpenIL Version", "Jemmings", MB_OK | MB_ICONERROR);
                    return false;
            }
    
            ilInit ();
            ilGenImages (TEXTURES_COUNT, &texid);
            
            // Loop through and load all textures using textureNames 
            for (i = 0; i < TEXTURES_COUNT - 1; i++)
            {
                    ilBindImage (texid);
                    bLoad = ilLoadImage (textureNames[i]);
                    if (bLoad)
                    {
                            bLoad = ilConvertImage (IL_RGBA, IL_UNSIGNED_BYTE);
                            if (! bLoad)
                            {
                                    MessageBox (0, "Unable to convert texture[s]", "Jemmings", MB_OK | MB_ICONERROR);
                                    ilDeleteImages (TEXTURES_COUNT + 1, &texid);
                                    return false;
                            }
    
                            glGenTextures (TEXTURES_COUNT, &uiTextures[i]);
                            glBindTexture (GL_TEXTURE_2D, uiTextures[i]);
                            glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                            glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                            glTexImage2D (GL_TEXTURE_2D, 0, ilGetInteger (IL_IMAGE_BPP), ilGetInteger (IL_IMAGE_WIDTH),
                                            ilGetInteger (IL_IMAGE_HEIGHT), 0, ilGetInteger (IL_IMAGE_FORMAT),
                                            GL_UNSIGNED_BYTE, ilGetData ());
                    }
                    else
                    {
                            MessageBox (0, "Unable to load texture", "Jemmings", MB_OK | MB_ICONERROR);
                            ilDeleteImages (TEXTURES_COUNT + 1, &texid);
                            return false;
                    }
            }
    
            ilDeleteImages (TEXTURES_COUNT, &texid);
            return true;
    }
    I'm not sure I've gotten the hang of textures yet - glBindImage etc confuses me - if someone could explain it better (as well as help me with my problem ) I'd be grateful.
    Last edited by cboard_member; 12-20-2005 at 01:29 AM.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

  2. #2
    Supermassive black hole cboard_member's Avatar
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    Yeehaa!
    Suck it to the idiot!
    I didn't declare texid as an array - seems to be working now.
    Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.

    - Mike McShaffry

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