Also, what you're doing by the looks of your code is calling draw (which will draw the image for one frame only) and then removing it straight away. So basically it will never show up for more than a tiny split second i should think.
You need to draw it in a loop, for example you may want to time it to draw for a certain number of seconds or something.
BITMAP *my_pic = NULL; //Declare a BITMAP called my_pic
my_pic = load_bitmap("screens\\Loginscreen.bmp", NULL);
blit(my_pic, screen, 0,0,0,0,1280,1024); //Draw from 0,0 to 50,50 on the screen at (0,0)
blit(my_pic, screen, 50,50,100,100,150,150); //Draw from 50,50 to 150,150 on the screen at (100,100) release_screen();
release_screen();
rest(2000);
/* and then shut down. */
destroy_bitmap(my_pic); //Release the bitmap data
Yeah for that code, but it's not necessary. I presume Allegro is an extra library or something. Irrlicht can do it just fine, all you need is the right understanding and code to do it.
Hmm, that code shows a bitmap for 2 seconds in Allegro, not how to make a loading screen in Irrlicht.
for drawing a 2D bitmap, you could simply read the tutorials- http://irrlicht.sourceforge.net/tut006.html
For a true loading screen, I'd do something like this
bool finishedLoading = false;
s32 count=0;
while ( !finishedLoading)
{
// update the loading screen by drawing a bitmap like in tutorial 6
...
// load the next thing
finishedLoading = loadNextThing(count);
count++;
}
obviously you'd need to make your own loadNextThing function and have it load stuff up
You should place Loading_Img->draw(); inside beginScene and endScene and not in the place you load the image.
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Last edited by rimbou on Sat Feb 19, 2011 3:48 am, edited 1 time in total.