void App_Test::load_Texture() { loadPCX((u8*)heavy_pcx, &this->pcx); image8to16trans(&this->pcx,0); glGenTextures(1, &this->textureID[0]); glBindTexture(0, this->textureID[0]); glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, this->pcx.image.data8); imageDestroy(&this->pcx); // loadPCX((u8*)start_button_1_pcx, &this->pcx); // image8to16trans(&this->pcx,0); // glGenTextures(1, &this->textureID[0]); // glBindTexture(0, this->textureID[0]); // glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_32, 0, TEXGEN_TEXCOORD | GL_TEXTURE_COLOR0_TRANSPARENT, this->pcx.image.data8); // imageDestroy(&this->pcx); // // loadPCX((u8*)hex_pcx, &this->pcx); // image8to16trans(&this->pcx,0); // glGenTextures(1, &this->textureID[1]); // glBindTexture(0, this->textureID[1]); // glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_16 , TEXTURE_SIZE_16, 0, TEXGEN_TEXCOORD | GL_TEXTURE_COLOR0_TRANSPARENT, this->pcx.image.data8); // imageDestroy(&this->pcx); // // loadPCX((u8*)GO_base_pcx, &this->pcx); // image8to16trans(&this->pcx,0); // glGenTextures(1, &this->textureID[3]); // glBindTexture(0, this->textureID[3]); // glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_8 , TEXTURE_SIZE_8, 0, TEXGEN_TEXCOORD | GL_TEXTURE_COLOR0_TRANSPARENT , this->pcx.image.data8); // imageDestroy(&this->pcx); // }
// Load PCX files And Convert To Textures int LoadGLTextures() { sImage pcx; // (NEW) and different from nehe. //load our texture loadPCX((u8*)Star_pcx, &pcx); image8to16trans(&pcx, 0); //DS supports no filtering of anykind so no need for more than one texture glGenTextures(1, &texture[0]); glBindTexture(0, texture[0]); glTexImage2D(0, 0, GL_RGBA, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcx.image.data8); imageDestroy(&pcx); return TRUE; }