Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- glEnable(GL_DEPTH_TEST);
- GLUquadric* quadratic = gluNewQuadric();
- gluQuadricNormals(quadratic, GLU_SMOOTH);
- gluQuadricTexture(quadratic, GL_TRUE);
- gluQuadricDrawStyle(quadratic, GLU_FILL);
- GLuint textrure = LoadTexture("deski.BMP");
- glBindTexture(GL_TEXTURE_2D, textrure);
- gluQuadricTexture(quadratic, GL_TRUE);
- gluQuadricNormals(quadratic, GLU_SMOOTH);
- glEnable(GL_TEXTURE_2D);
- GLuint LoadTexture(const char * filename)
- {
- GLuint texture;
- int width, height;
- unsigned char * data;
- FILE * file;
- file = fopen(filename, "rb");
- if (file == NULL) return 0;
- width = 1024;
- height = 512;
- data = (unsigned char *)malloc(width * height * 3);
- //int size = fseek(file,);
- fread(data, width * height * 3, 1, file);
- fclose(file);
- for (int i = 0; i < width * height; ++i)
- {
- int index = i * 3;
- unsigned char B, R;
- B = data[index];
- R = data[index + 2];
- data[index] = R;
- data[index + 2] = B;
- }
- glGenTextures(1, &texture);
- glBindTexture(GL_TEXTURE_2D, texture);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
- free(data);
- return texture;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement