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Re: gluScaleImage with NSBitmapImageRep



Well I'm not sure this is your problem but I've been told many times over that you can't trust NSBitmapImageRep to give you the true width and height of it's image. I've personaly never run into a problem with it, but it seems some have so I thought I'd let you know.
 
- lee
 
-------------- Original message --------------

> Hey everyone,
>
> I have a quick question. I am texturing some objects in my scene, however
> the textures that I have do not have a width and height that is a power of
> 2. I am trying to use gluScaleImage() so that I don't have to manually
> resize all of the images that I am using as textures. However the
> gluScaleImage always crashes out my program and I'm not sure why. I have
> searched through the forum already, and there does not seem to be an answer
> there to my question.
>
> Below is the code that I am using to call gluScaleImage().
>
> 1. I create an NSBitmapImageRep from an image file and also allocate space
> for another bitmap image called bmpResizedImage which will store the newly
> resized bitmap image. !
>
> NSBitmapImageRep *imageRep = [NSBitmapImageRep
> imageRepWithContentsOfFile:fullTexturePath];
> NSBitmapImageRep *bmpResizedImage = [NSBitmapImageRep alloc];
>
> 2. I then make a call to gluScaleImage where imageType is GL_RGB.
>
> gluScaleImage(imageType, [imageRep pixelsWide], [imageRep pixelsHigh],
> GL_UNSIGNED_BYTE, imageRep, 256, 256, GL_UNSIGNED_BYTE,
> bmpResizedImage);
>
> If anyone has any ideas or comments about what needs to be changed. It
> would be greatly appreciated
.
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