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- // once
- mTex = new unsigned[256 * 256];
- for(int i = 0; i < 256 * 256; ++i) {
- mTex[i] = 0xfca97531;
- }
- glGenTextures(1, &mTexId);
- glBindTexture(GL_TEXTURE_2D, mTexId);
- // Note that we set height to 256 so it is a power of two
- // The lower 16 rows are unused
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0, GL_RGB, GL_UNSIGNED_INT_8_8_8_8_REV, mTex);
- glEnable(GL_TEXTURE_2D);
- // every frame
- glBindTexture(GL_TEXTURE_2D, mTexId);
- glLoadIdentity();
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, 0.0f);
- glTexCoord2f(-1.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, 0.0f);
- glTexCoord2f(1.0f, 1.0f);
- glVertex3f(1.0f, 1.0f, 0.0f);
- glTexCoord2f(1.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, 0.0f);
- glEnd();
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