In my code above this is the part that reads in the palette.
it confuses me as usually in basic languages it would be: a r g b
image_data->pal =new ubyte [256*4]
for a=0 to 255
image_data->pal[a*4+3]=255
next
if ( info_header.biBitCount=8 ) then
'============
' pal power.
'============
for a as integer=0 to 255
get #file_data, ,bmp_palette
image_data->pal[a*4+0]=( bmp_palette shr 16 ) ' red
image_data->pal[a*4+1]=( bmp_palette shr 8 ) ' grn
image_data->pal[a*4+2]=( bmp_palette shr 0 ) ' blu
image_data->pal[a*4+3]=255'0'&hff ' alpha
next
If I set all of the red, green and blue parts to 255 wont they be all white?
And by enable blending, do you mean glBlend() like i am doing in the draw quad sub, or in the texture setting.
glTexImage2D ( GL_TEXTURE_2D,_
0,_
GL_RGBA,_
wwidth,_
height,_
0,_
GL_BGRA_EXT,_'RGBA,_
GL_UNSIGNED_BYTE,_
@pixels[0] )
I also read somewhere while using gooogle that a geforce 7 card can't do 32 bit textures. Is that nonsense?
Thanks.