GLuint CreateNoise3D() { GLuint handle; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_3D, handle); make3DNoiseTexture(); init3DNoiseTexture(Noise3DTexSize, Noise3DTexPtr); return handle; }
GLuint init3DNoiseTexture(){ std::cout << "Criando tetxura 3D" << std::endl; make3DNoiseTexture(); glGenTextures(1, &noise3DTexName); glBindTexture(GL_TEXTURE_3D, noise3DTexName); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA, noise3DTexSize, noise3DTexSize, noise3DTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr); return noise3DTexName; }
void CreateNoise3D() { make3DNoiseTexture(); init3DNoiseTexture(Noise3DTexSize, Noise3DTexPtr); }