Textured Triangle in Windows Embedded Compact 2013

Hi Everybody,

I have been working with OpenglES over Windows CE 5 and Visual Studio 2008 and I have not had any kind of problem doing a textured rectangle but when I try to use the same code in VS2013 for Windows EC2013 an error comes out in IImagingFactory (which is in Texture.cs).
I leave part of the code that I am using in case someone has any help. I also leave the Texture.cs file that I am using and where the error comes out

Regards,
Fede

    public void CreateBtn()
    {
       Btn_Texturado  btnZommIn = new Btn_Texturado(this, "Imagenes.icono.png",
                new Point(0, 50), new Size(100, 100));
    }

class Btn_Texturado
{
public Btn_Texturado(Form parent, string s, Point location, Size size)
{
this.parent = parent;
bPushed = false;
Image1 = imagen1;
boton1 = OnDeviceReset(Image1);
Location = location;
Size = size;
}

     public Texture OnDeviceReset(string s)
    {
        // Load our textures
        Assembly asm = Assembly.GetExecutingAssembly();
        Texture _texture = Texture.LoadStream(asm.GetManifestResourceStream(s), true);
        // Bind to the texture we want to render with
        gl.BindTexture(gl.GL_TEXTURE_2D, _texture.Name);

        return _texture;
    }  

}

Texture.cs

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Collections.Generic;
using System.Text;
using OpenGLES;
using System.Reflection;
using System.IO;
using System.Runtime.InteropServices;

namespace OpenGLES
{
public struct BitmapLoadData
{
internal IBitmapImage Bitmap;
internal BitmapImageData Data;
public int Width;
public int Height;
internal bool IsTransparent;
}

public class Texture : IDisposable
{
    private Texture()
    {
    }

    uint myName;

    public byte[] byteArray;

    public uint Name
    {
        get { return myName; }
    }

    int myWidth;

    public int Width
    {
        get { return myWidth; }
    }
    int myHeight;

    public int Height
    {
        get { return myHeight; }
    }

    bool myIsTransparent = false;
    public bool IsTransparent
    {
        get
        {
            return myIsTransparent;
        }
    }

    public static int GetValidTextureDimensionFromSize(int size)
    {
        int shiftAmount = 0;
        int minDim = size;
        while ((minDim >> 1) >= 1)
        {
            shiftAmount++;
            minDim >>= 1;
        }
        minDim <<= shiftAmount;
        if (minDim < size)
            minDim <<= 1;

        return minDim;
    }


    static IImagingFactory myImagingFactory;

   
    unsafe public static BitmapLoadData BeginLoadBitmap(Stream bitmapStream, bool isTransparent)
    {
        // .NET CF does NOT support transparent images. Need to use the COM IImageFactory to create images with alpha.
        if (myImagingFactory == null)
            myImagingFactory = (IImagingFactory)Activator.CreateInstance(Type.GetTypeFromCLSID(new Guid("327ABDA8-072B-11D3-9D7B-0000F81EF32E")));


        int bytesLength;
        byte[] bytes;
        MemoryStream memStream = bitmapStream as MemoryStream;
        if (memStream != null)
        {
            bytesLength = (int)memStream.Length;
            bytes = memStream.GetBuffer();
        }
        else
        {
            bytesLength = (int)bitmapStream.Length;
            bytes = new byte[bytesLength];
            bitmapStream.Read(bytes, 0, bytesLength);
        }

        IImage image;
        ImageInfo info;
        uint hresult = myImagingFactory.CreateImageFromBuffer(bytes, (uint)bytesLength, BufferDisposalFlag.BufferDisposalFlagNone, out image);
        image.GetImageInfo(out info);

        int resizedWidth = (int)info.Width;
        int resizedHeight = (int)info.Height;

        resizedWidth = Texture.GetValidTextureDimensionFromSize(resizedWidth);
        resizedHeight = Texture.GetValidTextureDimensionFromSize(resizedHeight);

        int resizedDim = Math.Max(resizedWidth, resizedHeight);
        if (resizedDim == (int)info.Width && resizedDim == (int)info.Height)
        {
            resizedWidth = 0;
            resizedHeight = 0;
        }
        else
        {
            resizedWidth = resizedDim;
            resizedHeight = resizedDim;
        }

        IBitmapImage bitmap;
        myImagingFactory.CreateBitmapFromImage(image, (uint)resizedWidth, (uint)resizedHeight, PixelFormatID.PixelFormatDontCare, InterpolationHint.InterpolationHintDefault, out bitmap);
        Marshal.FinalReleaseComObject(image);

        Size size;
        bitmap.GetSize(out size);
        RECT rect = new RECT(0, 0, size.Width, size.Height);
        BitmapImageData data;
        if (isTransparent)
        {
            bitmap.LockBits(ref rect, ImageLockMode.ImageLockModeWrite | ImageLockMode.ImageLockModeRead, PixelFormatID.PixelFormat32bppARGB, out data);
            for (int y = 0; y < data.Height; y++)
            {
                for (int x = 0; x < data.Stride; x += 4)
                {
                    byte* bp = (byte*)data.Scan0 + data.Stride * y + x;
                    byte temp = bp[0];
                    bp[0] = bp[2];
                    bp[2] = temp;
                }
            }
        }
        else
        {
            bitmap.LockBits(ref rect, ImageLockMode.ImageLockModeRead, PixelFormatID.PixelFormat16bppRGB565, out data);
        }


        BitmapLoadData ret = new BitmapLoadData();
        ret.Data = data;
        ret.Bitmap = bitmap;
        ret.Width = (int)info.Width;
        ret.Height = (int)info.Height;
        ret.IsTransparent = isTransparent;

        return ret;
    }

    unsafe public static Texture LoadBitmap(BitmapLoadData loadData)
    {
        IBitmapImage bitmap = loadData.Bitmap;
        bool isTransparent = loadData.IsTransparent;

        Size size;
        bitmap.GetSize(out size);
        RECT rect = new RECT(0, 0, size.Width, size.Height);

        uint glFormat = gl.GL_RGB;
        uint glType = gl.GL_UNSIGNED_SHORT_5_6_5;
        if (isTransparent)
        {
            glFormat = gl.GL_RGBA;
            glType = gl.GL_UNSIGNED_BYTE;
        }

        Texture ret = new Texture();

        uint tex;
        gl.GenTextures(1, &tex);
        ret.myName = tex;

        gl.BindTexture(gl.GL_TEXTURE_2D, ret.myName);

        gl.TexImage2D(gl.GL_TEXTURE_2D, 0, glFormat, size.Width, size.Height, 0, glFormat, glType, loadData.Data.Scan0);

        gl.TexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR);
        gl.TexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR);

        ret.myWidth = loadData.Width;
        ret.myHeight = size.Height;
        ret.myIsTransparent = isTransparent;

        return ret;
    }

    public static void EndLoadBitmap(BitmapLoadData loadData)
    {
        loadData.Bitmap.UnlockBits(ref loadData.Data);
        Marshal.FinalReleaseComObject(loadData.Bitmap);
    }

    public static Texture LoadStream(Stream bitmapStream, bool isTransparent)
    {
        BitmapLoadData loadData = BeginLoadBitmap(bitmapStream, isTransparent);
        Texture ret = LoadBitmap(loadData);
        EndLoadBitmap(loadData);
        return ret;
    }

    #region IDisposable Members

    unsafe public void Dispose()
    {
        uint name = myName;
        gl.DeleteTextures(1, &name);
    }

    #endregion
}

}

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