Esempio n. 1
0
 void Graphics::show_splash_screen(){
    if (!splash_loaded_) {
      glGenTextures( 1, &splash_ );
      glBindTexture(GL_TEXTURE_2D, splash_);
      
      RgbImage theTexMap( "graphics/splash.bmp" ); // instantiation

      // Set the interpolation settings to best quality.
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
      theTexMap.GetNumCols(), theTexMap.GetNumRows(),
      GL_RGB, GL_UNSIGNED_BYTE, theTexMap.ImageData() );
      splash_loaded_ = true;
    }
    show_splash_ = true;
 }
Esempio n. 2
0
// Loads a texture from a file, must be in bmp format
GLuint Disc::loadTextureFromFile( const char * filename ){
  GLuint texture;
  glGenTextures( 1, &texture );
  glBindTexture(GL_TEXTURE_2D, texture);

  RgbImage theTexMap( filename ); // instantiation

  // Set the interpolation settings to best quality.
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

  gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
  theTexMap.GetNumCols(), theTexMap.GetNumRows(),
  GL_RGB, GL_UNSIGNED_BYTE, theTexMap.ImageData() );

  return texture;
}
Esempio n. 3
0
void loadTextureFromFile(char *filename, int i)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
	glEnable(GL_DEPTH_TEST);

	RgbImage theTexMap(filename);

	// Pixel alignment: each row is word aligned (aligned to a 4 byte boundary)
	//    Therefore, no need to call glPixelStore( GL_UNPACK_ALIGNMENT, ... );


	glGenTextures(1, &texture[i]);					// Create The Texture
	glBindTexture(GL_TEXTURE_2D, texture[i]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	// Typical Texture Generation Using Data From The Bitmap

	glTexImage2D(GL_TEXTURE_2D, 0, 3, theTexMap.GetNumCols(), theTexMap.GetNumRows(), 0, GL_RGB, GL_UNSIGNED_BYTE, theTexMap.ImageData());
}