Example #1
0
/**	Creates a Procedural based texture
 *
 *	@param	x				The width of the texture
 *	@param	y				The height of the texture
 *	@param	numcomp	The number of components in each pixel (3 = RGB, 4 = RGBA, etc)
 *	@param	proc		The procedure which will create the texture
 *
 *	@returns	An ITexture object or NULL if the texture failed to create
 *
 *	Operation:
 *		-#	Test how many textures exist, if zero, enable GL_TEXTURE_COORD_ARRAY
 *		-#	Create a new Procedural texture
 *		-#	Update the texture (this will load the image contents into the opengl texture object)
 *		-#	Store the texture pointer
 *		-#	Return the texture pointer
 */
ITexture * OGLGraphics::CreateTexture(int x, int y, int numcomp, ITexture::textureproc_t proc)
{
	if(Textures.size() == 0)	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	ITexture *texture = new OGLProceduralTexture(x,y,numcomp,proc);
	if(texture->UpdateTexture() >= 0){
		Textures.push_back(texture);
	}else{
		delete texture;
		texture = NULL;
	}

	return texture;
}
Example #2
0
/**	Creates an Image based Texture
 *
 *	@param image	The filename containing the image to use as a texture
 *
 *	@returns An ITexture object or NULL if texture failed to create
 *
 *	Operation:
 *		-#	If the number of textures is zero, enable GL_TEXTURE_COORD_ARRAY
 *		-#	Loop through the current existing textures and attempt to find
 *				a copy of the texture you are attempting to load
 *		-#	If a copy is found, return an ITexture pointer to that texture
 *		-#	If the texture is not found, Create a new ImageTexture object
 *		-#	Update the texture (this will load the image contents into the opengl texture object)
 *		-#	Store the texture pointer
 *		-#	Return the texture pointer
 */
ITexture * OGLGraphics::CreateTexture(std::string image)
{
	ITexture *texture = NULL;
	
	for(unsigned int a=0;a<Textures.size();a++){
		std::string test = Textures[a]->m_filename;

		if(image == test)	texture = Textures[a];
	}
	
	if(texture == NULL){
		texture	= new OGLImageTexture(image);

		if(texture->UpdateTexture() >= 0){
			Textures.push_back(texture);
		}else{
			delete texture;
			texture = NULL;
		}
	}

	return texture;
}