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- unsigned int loadTexture(const char* name)
- {
- SDL_Surface* img=IMG_Load(name);
- SDL_PixelFormat form={NULL,32,4,0,0,0,0,8,8,8,8,0xff000000,0x00ff0000,0x0000ff00,0x000000ff,0,255};
- SDL_Surface* img2=SDL_ConvertSurface(img,&form,SDL_SWSURFACE);
- unsigned int texture;
- glGenTextures(1,&texture);
- glBindTexture(GL_TEXTURE_2D,texture);
- glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,img2->w,img2->h,0,GL_RGBA, GL_UNSIGNED_INT_8_8_8_8,img2->pixels);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- SDL_FreeSurface(img);
- SDL_FreeSurface(img2);
- return texture;
- }
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