devil

Segmentation fault at 'ilutGLLoadImage'

给你一囗甜甜゛ 提交于 2019-12-12 03:18:27
问题 Anyone happen to know why I'm getting a segmentation fault at line 2 below (this is after all my glInit stuff)? I've tried different image formats (.jpeg, .png, .bmp, all from internet). Debug tips or anything helps! If you wanna see more source, ask and I'll edit promptly. ilutRenderer(ILUT_OPENGL); GLuint tex1 = ilutGLLoadImage("/home/brent/Desktop/myimage.jpeg"); gdb backtrace, for what it's worth: #0 0x00000000 in ?? () #1 0x021b318e in ilDetermineType ( FileName=0x804ad84 "/home/brent

Installing C++ library on Ubuntu [closed]

删除回忆录丶 提交于 2019-12-07 22:29:24
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 8 years ago . I must be a noob, always have trouble installing on Linux. I'm trying to install from: http://openil.sourceforge.net/download.php. So I followed the manual (http://openil.sourceforge.net/docs/index.php) using DevIL 1.7.8 tar.gz from the DL page. I see no precompiled .so's as the manual states. It try to compile

Installing C++ library on Ubuntu [closed]

北慕城南 提交于 2019-12-06 11:21:17
Closed. This question is off-topic . It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 8 years ago . I must be a noob, always have trouble installing on Linux. I'm trying to install from: http://openil.sourceforge.net/download.php . So I followed the manual (http://openil.sourceforge.net/docs/index.php) using DevIL 1.7.8 tar.gz from the DL page. I see no precompiled .so's as the manual states. It try to compile myself and I see no OpenIL additions to usr/lib or usr/include (as the manual states) after doing a

Save openGL output using DevIL or SOIL

爱⌒轻易说出口 提交于 2019-12-02 07:13:41
问题 I have tried using both soil and devil image libraries but the screenshots created are completely black images. For devil I used the function found here Take screenshot with openGL and save it as png but the image is still black screen. Any ideas about saving screenshot or exporting opengl output? 回答1: Try this: #include <vector> #include <GL/glut.h> #include <SOIL/SOIL.h> using namespace std; bool save = false; void display() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

Save openGL output using DevIL or SOIL

故事扮演 提交于 2019-12-02 05:52:23
I have tried using both soil and devil image libraries but the screenshots created are completely black images. For devil I used the function found here Take screenshot with openGL and save it as png but the image is still black screen. Any ideas about saving screenshot or exporting opengl output? Try this: #include <vector> #include <GL/glut.h> #include <SOIL/SOIL.h> using namespace std; bool save = false; void display() { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( -2, 2, -2, 2, -1, 1); glMatrixMode( GL_MODELVIEW );

Use a 32-bit assembly in 64-bit environment

故事扮演 提交于 2019-12-01 08:54:59
I am trying to integrate DevIL.NET into 3ds Max to automatically convert my images to a single format. To do so, I created a class library in C# that accepts a string and returns the new file path public static class FileConverter { public static string ConvertFile(string _sOriginal) { // Load the file, save the file, return the new filepath } } The project is referencing to DevIL.NET, which is a 32-bit build. My application is a 64-bit build and gives a BadImageFormatException . Saying that "it" is not a valid Win32 application. I have already tried to make my application 32-bit by adding an

Use a 32-bit assembly in 64-bit environment

不问归期 提交于 2019-12-01 06:50:09
问题 I am trying to integrate DevIL.NET into 3ds Max to automatically convert my images to a single format. To do so, I created a class library in C# that accepts a string and returns the new file path public static class FileConverter { public static string ConvertFile(string _sOriginal) { // Load the file, save the file, return the new filepath } } The project is referencing to DevIL.NET, which is a 32-bit build. My application is a 64-bit build and gives a BadImageFormatException . Saying that

Loading a BMP into an OpenGL textures switches the red and blue colors. (C++/Windows)

眉间皱痕 提交于 2019-11-30 20:11:48
I'm trying to load a bitmap into an OpenGL texture and display it to the screen, but when I do so, the red and blue values seem to switch (e.g.: a blue image appears orange, green images remain unchanged, etc..). This problem only exists when loading bitmaps, I can load .pngs relatively error free. This is the code I'm using to load the bitmaps and set the textures. I'm using DevIl, but I'm not sure how relevant that is, as the problem existed when I used a different system (I don't quite remember what, it was a function in window.h, I believe): ilOriginFunc(IL_ORIGIN_LOWER_LEFT); ilEnable(IL