
Hi Hector, On 11/07/10 03:02, Hector Guilarte wrote:
I've been looking for a way to map a texture into a Quad primitive with HOpenGL with no luck. [snip]
I'm having trouble understanding where your problem is. There are three steps to texturing using an image file: load :: FilePath -> IO Image -- read file to raw pixel buffer upload :: Image -> IO TextureObject -- upload to graphics card draw :: TextureObject -> IO () -- use the texture on something where data Image = Image{ width, height, channels :: Int, pixels :: Ptr () } Which step is problematic? 'load' is the hardest IMO, and doesn't have anything to do with OpenGL. 'upload' I would implement with 'build2DMipmaps' 'draw' is easy: bind the texture, add a 'texCoord' before each 'vertex' I could provide some example code for 'upload' and 'draw' if you think it would help. Claude -- http://claudiusmaximus.goto10.org