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Jun 24th, 2018
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  1.     case WM_CREATE:
  2.         hDC = GetDC(hWnd);
  3.         SetDCPixelFormat(hDC);
  4.         hPalette = GetOpenGLPalette(hDC);
  5.         hRC = wglCreateContext(hDC);
  6.         wglMakeCurrent(hDC, hRC);
  7.         SetupRC();
  8.         glGenTextures(2, &texture[0]);
  9.         bitmapData = LoadBitmapFile("Bitmapy\\NAPIS.bmp", &bitmapInfoHeader);
  10.         glBindTexture(GL_TEXTURE_2D, texture[0]);      
  11.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  12.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  13.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  14.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  15.         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
  16.         bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
  17.         SetTimer(hWnd, 101, 200, NULL);
  18.         if (bitmapData)
  19.         free(bitmapData);
  20.         bitmapData = LoadBitmapFile("Bitmapy\\NAPIS.bmp", &bitmapInfoHeader);
  21.         glBindTexture(GL_TEXTURE_2D, texture[1]);    
  22.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  23.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  24.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  25.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  26.         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
  27.             bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
  28.         if (bitmapData)
  29.             free(bitmapData);
  30.         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  31.         break;
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