Exemple #1
0
GLuint Terrain::uploadTextureGFX(sf::Image img)
{
	GLuint handle;
	glGenTextures(1,&handle);
	glBindTexture(GL_TEXTURE_2D,handle);
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,img.GetWidth(),img.GetHeight(),0,GL_RGBA,GL_UNSIGNED_BYTE,img.GetPixelsPtr());
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST  );
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glGenerateMipmap( GL_TEXTURE_2D);
	
	return handle;
}
Exemple #2
0
//uploads the blendmaps to the GFX, getting a handle to the GFX side tex
void Terrain::makeBlendMap(GLuint& handle, sf::Image img)
{
	glDeleteTextures(1,&handle);
	glGenTextures(1,&handle);
	glBindTexture(GL_TEXTURE_2D,handle);
	glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,img.GetWidth(),img.GetHeight(),0,GL_RGBA,GL_UNSIGNED_BYTE,img.GetPixelsPtr());
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
Exemple #3
0
void Terrain::replacePartTexture(GLint xoffset, GLint yoffset, sf::Image img,GLuint handle)
{
	glBindTexture(GL_TEXTURE_2D,handle);
	glTexSubImage2D(GL_TEXTURE_2D,0,xoffset,yoffset,img.GetWidth(),img.GetHeight(),GL_RGBA,GL_UNSIGNED_BYTE,img.GetPixelsPtr());
}
Exemple #4
0
void* SFMLTexture_c::GetPixels()
{
    assert(texture.GetPixelsPtr() != NULL);

    //return reinterpret_cast<void*>(texture.GetPixelsPtr());
}