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  Loading and rendering bitmaps  (Read 1475 times)
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Offline xxdaggerxx

Junior Newbie

« Posted 2006-09-26 08:21:18 »

Hi guys im new to java and opengl and im in the middle of a making a system to load and render bitmaps mainly for fonts. I got all the loading stuff working (at least i think it is) but i cant render the bitmap to my screen.

heres the code i use to load the bitmap

bytebuffer = ByteBuffer.allocateDirect(256);
FileInputStream in = null;
int c;
int i = 0;

//create the file input stream
in = new FileInputStream("fonts.bmp");
//read the file and put it into the byte buffer
while((c = != -1){
//catch any errors   
} catch(Exception  e){

//make sure stream is closed.       
if (in != null) {
}catch(IOException e){
System.out.println("Close error");

The above code reads from a file called fonts.bmp, its a bitmap image of a word (made in MS paint, monochrome).
Im just practising how to load bitmaps.
Any way i have this in my render loop

GL11.glRasterPos2i (20, 20);
GL11.glColor3f (1.0f, 1.0f, 1.0f);
GL11.glBitmap (32, 8, 0.0f, 0.0f, 11.0f, 0.0f, bytebuffer);

and this in my init method
GL11.glPixelStorei (GL11.GL_UNPACK_ALIGNMENT, 1);

I get no fonts on the screen, while evrything else renders fine.

Offline g666

Junior Devvie

« Reply #1 - Posted 2006-09-26 09:20:09 »

The .bmp format is a little more complex than just an array of bitmap data, google for it.

desperately seeking sanity
Offline CaptainJester

JGO Knight

Medals: 12
Projects: 2
Exp: 14 years

Make it work; make it better.

« Reply #2 - Posted 2006-09-26 11:11:30 » - NeHe lesson 17.  Bitmap texture to make fonts.  Go to the bottom of the page for the LWJGL version. - Article shows how to load a bitmap.  It is in C++, but should still be easy to follow.

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