Hello Nik,
Hector,
I also had trouble finding documentation on this topic. I'm not sure
exactly where you are stuck, but have you tried using SDL-image
(http://hackage.haskell.org/package/SDL-image) to turn the PNG into an
IO Surface? That is how Raincat loads textures:
http://github.com/styx/Raincat/blob/f458d076d9961b739d3010725ad7055b02282d25/src/Nxt/Graphics.hs#L77
I hope that helps, in some way.
Nik
> _______________________________________________
On Sat, Jul 10, 2010 at 9:02 PM, Hector Guilarte <hectorg87@gmail.com> wrote:
> Hello,
> I've been looking for a way to map a texture into a Quad primitive with
> HOpenGL with no luck. I've already done this in C++ and had no problem. I
> did the tutorial
> in http://www.haskell.org/~pairwise/HOpenGL/HOpenGL.html, downloaded the
> sources, compiled them and it worked great, but when I change the code to
> use a .rgb file created by me with the program they provide from a .png file
> of 256x256 pixels I don't have the same luck... My OpenGL version
> is 2.4.0.1...
> I'm really lost in mapping the file, so any kind of help would be greatly
> appretiated.
> I checked the textures in the examples of the red book, but they are
> "procedural" textures, and I need to map an image.
> One of the pictures I need to map is in
> http://dl.dropbox.com/u/1476919/Orange256.png
> Are six like that one and are for making a Rubik's Cube. After I finish it
> I'll upload it to hackage and let you all know.
> Thanks a lot,
> Hector Guilarte
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>
>