Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 617037
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 13, 20262026-05-13T18:23:28+00:00 2026-05-13T18:23:28+00:00

Ok, what I’m trying to achieve is to load an image as a single

  • 0

Ok, what I’m trying to achieve is to load an image as a single resource and then save different parts of it as a number of different textures (basically chopping the image into smaller squares and then saving them separately).

For my game, simply mapping different sections of the original image to my shapes won’t work and being able to have each ’tile’ as a separate texture would be awesome.

Below is the code I’m using for my texture loader. I’ve tried messing round with the width and height of the texture being loaded but getting some weird results.

Any suggestions would be much appreciated.

Thanks

glBindTexture(GL_TEXTURE_2D, texture[0]);   

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

NSString *path =
      [[NSBundle mainBundle] pathForResource:@"checkerplate" ofType:@"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];

GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);    
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( 
      imageData, width, height, 8, 4 * width, colorSpace,
      kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
      GL_UNSIGNED_BYTE, imageData);

CGContextRelease(context);

free(imageData);
[image release];
[texData release];
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-13T18:23:28+00:00Added an answer on May 13, 2026 at 6:23 pm

    Ok, just in case anyone wants to achieve this, i figured it out. All you need to do is modify the line CGContextDrawImage and alter the width and height parameters.

    This results in the whole texture being loaded in but then will only draw the area specified on this line.

    Basically,

    CGContextDrawImage( context, CGRectMake(0, 0, width*2, height*2 ), image.CGImage );

    will draw 1/4 of the image (as its height and width are being doubled past the textures size).

    🙂

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Basically, what I'm trying to create is a page of div tags, each has
I'm trying to use string.replace('’','') to replace the dreaded weird single-quote character: ’ (aka
I'm trying to create an if statement in PHP that prevents a single post
I am trying to understand how to use SyndicationItem to display feed which is
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I have just tried to save a simple *.rtf file with some websites and
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I am trying to render a haml file in a javascript response like so:
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I'm trying to select an H1 element which is the second-child in its group

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.