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- glActiveTexture (GL_TEXTURE0);
- glGenTextures(1, &this->textureId);
- glBindTexture(GL_TEXTURE_CUBE_MAP, this->textureId);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB32F, this->width[0], this->height[0], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[0]);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB32F, this->width[1], this->height[1], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[1]);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB32F, this->width[2], this->height[2], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[2]);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB32F, this->width[3], this->height[3], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[3]);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB32F, this->width[4], this->height[4], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[4]);
- glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB32F, this->width[5], this->height[5], 0, GL_BGR, GL_UNSIGNED_BYTE, this->bits[5]);
- //glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
- glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 10);
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