Example #1
0
static void
setup_texture (ModeInfo * mi)
{
  planetstruct *gp = &planets[MI_SCREEN(mi)];

  glGenTextures (1, &gp->tex1);
  glBindTexture (GL_TEXTURE_2D, gp->tex1);

  /* Must be after glBindTexture */
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

  if (!which_image ||
	  !*which_image ||
	  !strcmp(which_image, "BUILTIN"))
    {
    BUILTIN1:
      setup_xpm_texture (mi, earth_png, sizeof(earth_png));
    }
  else
    {
      if (! setup_file_texture (mi, which_image))
        goto BUILTIN1;
    }

  check_gl_error("texture 1 initialization");

  glGenTextures (1, &gp->tex2);
  glBindTexture (GL_TEXTURE_2D, gp->tex2);

  /* Must be after glBindTexture */
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

  if (!which_image2 ||
	  !*which_image2 ||
	  !strcmp(which_image2, "BUILTIN"))
    {
    BUILTIN2:
      setup_xpm_texture (mi, earth_night_png, sizeof(earth_night_png));
    }
  else
    {
      if (! setup_file_texture (mi, which_image2))
        goto BUILTIN2;
    }

  check_gl_error("texture 2 initialization");

  /* Need to flip the texture top for bottom for some reason. */
  glMatrixMode (GL_TEXTURE);
  glScalef (1, -1, 1);
  glMatrixMode (GL_MODELVIEW);
}
Example #2
0
static void
setup_texture(ModeInfo * mi)
{
/*  planetstruct *gp = &planets[MI_SCREEN(mi)];*/

  glEnable(GL_TEXTURE_2D);

  if (!which_image ||
	  !*which_image ||
	  !strcmp(which_image, "BUILTIN"))
	setup_xpm_texture (mi, earth_xpm);
  else
	setup_file_texture (mi, which_image);

  check_gl_error("texture initialization");

  /* Need to flip the texture top for bottom for some reason. */
  glMatrixMode (GL_TEXTURE);
  glScalef (1, -1, 1);
  glMatrixMode (GL_MODELVIEW);
}