// Bind texture in 2D mode void GLC_Texture::glcBindTexture(void) { if (m_GlTextureID == 0) { glLoadTexture(); } glBindTexture(GL_TEXTURE_2D, m_GlTextureID); }
// Set Texture void GLC_Material::setTexture(GLC_Texture* pTexture) { Q_ASSERT(NULL != pTexture); //qDebug() << "GLC_Material::SetTexture"; if (m_pTexture != NULL) { delete m_pTexture; m_pTexture= pTexture; glLoadTexture(); } else { // It is not sure that there is OpenGL context m_pTexture= pTexture; } //if (m_pTexture->hasAlphaChannel()) m_Transparency= 0.99; }