I'm writing an application using OpenGL (freeglut and glew).
I also wanted textures so I did some research on the Bitmap file format and wrote a struct for the main header and another for the DIB header (info header).
Then I started writing the loader. It automatically binds the texture to OpenGL. Here is the function:
static unsigned int ReadInteger(FILE *fp)
{
int a, b, c, d;
// Integer is 4 bytes long.
a = getc(fp);
b = getc(fp);
c = getc(fp);
d = getc(fp);
// Convert the 4 bytes to an integer.
return ((unsigned int) a) + (((unsigned int) b) << 8) +
(((unsigned int) c) << 16) + (((unsigned int) d) << 24);
}
static unsigned int ReadShort(FILE *fp)
{
int a, b;
// Short is 2 bytes long.
a = getc(fp);
b = getc(fp);
// Convert the 2 bytes to a short (int16).
return ((unsigned int) a) + (((unsigned int) b) << 8);
}
GLuint LoadBMP(const char* filename)
{
FILE* file;
// Check if a file name was provided.
if (!filename)
return 0;
// Try to open file.
fopen_s(&file, filename, "rb");
// Return if the file could not be open.
if (!file)
{
cout << "Warning: Could not find texture '" << filename << "'." << endl;
return 0;
}
// Read signature.
unsigned char signature[2];
fread(&signature, 2, 1, file);
// Use signature to identify a valid bitmap.
if (signature[0] != BMPSignature[0] || signature[1] != BMPSignature[1])
{
fclose(file);
return 0;
}
// Read width and height.
unsigned long width, height;
fseek(file, 16, SEEK_CUR); // After the signature we have 16bytes until the width.
width = ReadInteger(file);
height = ReadInteger(file);
// Calculate data size (we'll only support 24bpp).
unsigned long dataSize;
dataSize = width * height * 3;
// Make sure planes is 1.
if (ReadShort(file) != 1)
{
cout << "Error: Could not load texture '" << filename << "' (planes is not 1)." << endl;
return 0;
}
// Make sure bpp is 24.
if (ReadShort(file) != 24)
{
cout << "Error: Could not load texture '" << filename << "' (bits per pixel is not 24)." << endl;
return 0;
}
// Move pointer to beggining of data. (after the bpp we have 24 bytes until the data)
fseek(file, 24, SEEK_CUR);
// Allocate memory and read the image data.
unsigned char* data = new unsigned char[dataSize];
if (!data)
{
fclose(file);
cout << "Warning: Could not allocate memory to store data of '" << filename << "'." << endl;
return 0;
}
fread(data, dataSize, 1, file);
if (data == NULL)
{
fclose(file);
cout << "Warning: Could no load data from '" << filename << "'." << endl;
return 0;
}
// Close the file.
fclose(file);
// Create the texture.
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_BGR_EXT, GL_UNSIGNED_BYTE, data);
return texture;
}
I know that the bitmap's data is correctly read because I outputted it's data to the console and compared with the image opened in paint.
The problem here is this line:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, dibheader.width,
dibheader.height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
Most of the times I run the application this line crashes with the error:
Unhandled exception at 0x008ffee9 in GunsGL.exe: 0xC0000005: Access violation reading location 0x00af7002.
This is the Disassembly of where the error occurs:
movzx ebx,byte ptr [esi+2]
It's not an error with my loader, because I've downloaded other loaders. A downloaded loader that I used was this one from NeHe.
EDIT: (CODE UPDATED ABOVE)
I rewrote the loader, but I still get the crash on the same line. Instead of that crash, sometimes I get a crash on mlock.c (same error message is I recall correctly):
void __cdecl _lock (
int locknum
)
{
/*
* Create/open the lock, if necessary
*/
if ( _locktable[locknum].lock == NULL ) {
if ( !_mtinitlocknum(locknum) )
_amsg_exit( _RT_LOCK );
}
/*
* Enter the critical section.
*/
EnterCriticalSection( _locktable[locknum].lock );
}
On the line:
EnterCriticalSection( _locktable[locknum].lock );
Also, here is a screen shot of one of those times the applications doesn't crash (the texture is obviously not right): http://i.stack.imgur.com/4Mtso.jpg
Edit2:
Updated code with the new working one. (The reply marked as an answer does not contain all that was needed for this to work, but it was vital)
Try glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
before your glTexImage2D()
call.