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Feb 20th, 2018
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  1. mTex = new unsigned[256 * 256];
  2.  
  3. for(int i = 0; i < 256 * 256; ++i) {
  4. mTex[i] = 0xff00ff00;
  5. }
  6.  
  7. glError();
  8.  
  9. glEnable(GL_TEXTURE_2D); glError();
  10.  
  11. glGenTextures(1, &mTexId); glError();
  12. glBindTexture(GL_TEXTURE_2D, mTexId); glError();
  13. // Note that we set height to 256 so it is a power of two
  14. // The lower 16 rows are unused
  15. glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, mTex); glError();
  16.  
  17. glLoadIdentity();
  18.  
  19. glBegin(GL_QUADS);
  20. glTexCoord2f(0.0f, 0.0f);
  21. glVertex3f(-1.0f, -1.0f, 0.0f);
  22. glTexCoord2f(0.0f, 1.0f);
  23. glVertex3f(0.0f, 1.0f, 0.0f);
  24. glTexCoord2f(1.0f, 1.0f);
  25. glVertex3f(1.0f, 1.0f, 0.0f);
  26. glTexCoord2f(1.0f, 0.0f);
  27. glVertex3f(1.0f, -1.0f, 0.0f);
  28. glEnd();
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