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Mar 3rd, 2015
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  1. unsigned int Texture::loadTexure(char* filename)
  2. {
  3. SDL_Surface* img = SDL_LoadBMP(filename);
  4.  
  5. SDL_SetColorKey(img, SDL_SRCCOLORKEY,SDL_MapRGB(img -> format, 0 , 0, 255));
  6.  
  7. unsigned int id;
  8. glGenTextures(1, &id);
  9. glBindTexture(GL_TEXTURE_2D, id);
  10.  
  11. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  12. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  13.  
  14. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  15. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  16. glTexImage2D(GL_TEXTURE_2D, 0, img->format->BytesPerPixel, img->w, img->h, 0, GL_BGR, GL_UNSIGNED_BYTE, img->pixels);
  17. SDL_FreeSurface(img);
  18.  
  19. return id;
  20. }
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