Normally when I load textures in OpenGL, I have a PNG file which I load into a System.Drawing.Bitmap
and from there I pull out the bytes and pass to glTexImage2D
. It works, but seems a bit silly having to create the bitmap in the first place. For this reason, I was toying with the idea of creating a very simple image format so I could just read the data directly when I came across a simple format named farbfeld. This article describes a basic encoder/decoder for C# along with my own thoughts.