[Mono-list] Cannot find type? :-<

Maurizio Colucci seguso.forever@tin.it
Wed, 30 Apr 2003 15:24:07 +0200


Hello,

I had almost finished porting my game, but the procedure to load a
texture-map won't compile!

texture-system.cs(65) error CS0246: Cannot find type=20
`System.Drawing.Imaging.BitmapData'
texture-system.cs(64) error CS0246: Cannot find type=20
`System.Drawing.Rectangle'
texture-system.cs(66) error CS0246: Cannot find type `System.Drawing.Color'
texture-system.cs(63) error CS0246: Cannot find type `System.Drawing.Bitmap'

What does it mean? I fear the worst...

Thank you!

Maurizio

=2D--

The code is (sorry for the italian language):

     public void Carica_texture (  string a_Nomefile,=20
				   Color_key a_Color_key)  {
       //       throw new Exception("not impl");
      =20
       if ( =C8_gia_presente(a_Nomefile))=20
	 throw new Exception("texture gi=E0 presente");
       System.Drawing.Bitmap l_Bitmap;
       System.Drawing.Rectangle l_Rect ;
       System.Drawing.Imaging.BitmapData l_BitmapData ;
       System.Drawing.Color l_Colore_pixel;
       //ricordo l'handle
       m_Handle_della_texture[a_Nomefile] =3D
	 m_Texture_handles[ m_Prossimo_indice_di_texture_libero];
       //apro il bitmap
       l_Bitmap=3D new Bitmap ( m_Path + a_Nomefile );
       //copio uno nell'altro
       l_Rect =3D new Rectangle(0, 0, l_Bitmap.Width,  l_Bitmap.Height);
       if(a_Color_key=3D=3DColor_key.LO_VOGLIO)  {
	 l_Colore_pixel =3D l_Bitmap.GetPixel(1, 1);
	 l_Bitmap.MakeTransparent(l_Colore_pixel);    =20
	 //in pratica la precedente istruzione setta il livello
	 //alpha=3D0 per ogni pixel che ha quel colore.  se il bitmap ha
	 //un formato senza campo alfa, addirittura lo converte per
	 //avere alpha (credo).
       }
       l_BitmapData =3D l_Bitmap.LockBits(
	   l_Rect,	           =20
	   System.Drawing.Imaging.ImageLockMode.ReadOnly ,=09
	   System.Drawing.Imaging.PixelFormat.Format32bppArgb);
       Gl.glBindTexture(Gl.GL_TEXTURE_2D,=20
			m_Texture_handles[m_Prossimo_indice_di_texture_libero++]);
       Gl.glTexParameteri(Gl.GL_TEXTURE_2D,
			  Gl.GL_TEXTURE_MAG_FILTER,Gl.GL_LINEAR);=20
       Gl.glTexParameteri(Gl.GL_TEXTURE_2D,
			  Gl.GL_TEXTURE_MIN_FILTER,Gl.GL_LINEAR);
       //genera la texture vera e propria
       if(a_Color_key=3D=3DColor_key.LO_VOGLIO)
       {
	 Gl.glTexImage2D(Gl.GL_TEXTURE_2D,=20
			 0,
			 (int)Gl.GL_RGBA,=20
			 l_Bitmap.Width,=20
			 l_Bitmap.Height,=20
			 0,
			 Gl.GL_BGRA_EXT,=20
			 Gl.GL_UNSIGNED_BYTE,=20
			 l_BitmapData.Scan0);
       }
       else
       {
	 Gl.glTexImage2D(Gl.GL_TEXTURE_2D,=20
			 0,
			 (int)Gl.GL_RGB,=20
			 l_Bitmap.Width,=20
			 l_Bitmap.Height,=20
			 0,
			 Gl.GL_BGRA_EXT,=20
			 Gl.GL_UNSIGNED_BYTE,=20
			 l_BitmapData.Scan0);
       }
     }