// Texture class class Texture { public: GLuint handle; Texture(); virtual ~Texture(); void loadData (int w, int h, int chan, GLenum format, void* data); void enable(); }; Texture::Texture() { handle = 0; } void Texture::loadData(int w, int h, int chan, GLenum format, void* data) { glGenTextures(1, &handle); enable(); // Bilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Clamp: texture ends at edges glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Create the texture glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, chan, w, h, 0, format, GL_UNSIGNED_BYTE, data); //gluBuild2DMipmaps(GL_TEXTURE_2D, 3, w, h, format, GL_UNSIGNED_BYTE, data); } void Texture::enable() { glBindTexture(GL_TEXTURE_2D, handle); } Texture::~Texture() { if (handle != 0) glDeleteTextures(1, &handle); }