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Jun 23rd, 2018
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  1. //podstawa 2
  2.     ax = 0.0, ay = 0.0;
  3.     glFrontFace(GL_CW);
  4.     glBindTexture(GL_TEXTURE_2D, texture[3]);
  5.     glEnable(GL_TEXTURE_2D);
  6.     glBegin(GL_TRIANGLE_FAN);
  7.     glNormal3d(0.0, 0.0, 1.0);//normalne
  8.     glColor3d(1.0, 1.0, 1.0);
  9.     glTexCoord2d(0.5, 0.5);
  10.     glVertex3d(0.0, 0.0, h);
  11.     for (angle = 0.0; angle <= (2.0*GL_PI); angle += (GL_PI / 100.0))
  12.     {
  13.         x = r*sin(angle);
  14.         y = r*cos(angle);
  15.         ax = (x) / (2.0*GL_PI);
  16.         ay = (y) / (2.0*GL_PI);
  17.         glTexCoord2d(ax, ay);
  18.         glVertex3d(x, y, h);
  19.     }
  20.     glEnd();
  21.     glDisable(GL_TEXTURE_2D);
  22.     glFrontFace(GL_CCW);
  23.  
  24. //##
  25. void WczytajTekstureMetalu(char* sciezka, int n)
  26. {
  27.     // ładuje obraz tekstury:
  28.     bitmapData = LoadBitmapFile(sciezka, &bitmapInfoHeader);
  29.     glGenTextures(1, &texture[n]); //tworzy obiekt tekstury
  30.     glBindTexture(GL_TEXTURE_2D, texture[n]); // aktywuje obiekt tekstury
  31.  
  32.     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  33.     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  34.  
  35.     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  36.     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  37.  
  38.     // tworzy obraz tekstury
  39.     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
  40.         bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
  41.  
  42.     if (bitmapData)
  43.         free(bitmapData);
  44. }
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