   RGB values from a bitmap
  Hi, theres a project that I have been assigned and it entails reading colors from a bitmap.  I need to be able to check the RGB values of each pixel.  If anyone could suggest a way to do this I would be most grateful.  Thanks 
  Totaly depends on the type of image. If you can restrict the type to bmp/tga etc you could find some image loaders at gametutorials.com or just google./P   Swedish: #Gamedev.se on EFNET;  This is the code I use for loding Bitmaps without AuxDIB:HBITMAP hBm=LoadBitmap(g_window->init.application->hInstance,MAKEINTRESOURCE(IDB_FONT)); // Get Handle for BitmapBYTE* pTexData=new BYTE[3*256*256]; // Make Space for BitmapHDC hdcTemp = CreateCompatibleDC(g_window->hDC);SelectObject(hdcTemp, hBm); // Get a DC for the Bitmapint i=0;COLORREF col;for(int y=0;y<256;y++){//for each column and rowfor(int x=0;x<256;x++){col=GetPixel(hdcTemp,x,255-y); // Get RGB of PixelpTexData[i++]=GetRValue(col); // Get RedpTexData[i++]=GetGValue(col); // Get GreenpTexData[i++]=GetBValue(col); // Get Blue}}ReleaseDC(g_window->hWnd,hdcTemp); // Free the DCDeleteObject(hBm); // Free the BitmapglGenTextures(1, texture); // Create the TextureglBindTexture(GL_TEXTURE_2D, texture[0]);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);free(pTexData); // Free The Texture Image Memory  hope that helped. obviously, you may have to change all the 256 to 512 or whatever. You could probably make it dynamic sized (using the BITMAP struct, can''t quite remember how, though).   ------------------------------------------------------Regret Nothing - Learn Everything 