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- //podstawa 2
- ax = 0.0, ay = 0.0;
- glFrontFace(GL_CW);
- glBindTexture(GL_TEXTURE_2D, texture[3]);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, 1.0);//normalne
- glColor3d(1.0, 1.0, 1.0);
- glTexCoord2d(0.5, 0.5);
- glVertex3d(0.0, 0.0, h);
- for (angle = 0.0; angle <= (2.0*GL_PI); angle += (GL_PI / 100.0))
- {
- x = r*sin(angle);
- y = r*cos(angle);
- ax = (x) / (2.0*GL_PI);
- ay = (y) / (2.0*GL_PI);
- glTexCoord2d(ax, ay);
- glVertex3d(x, y, h);
- }
- glEnd();
- glDisable(GL_TEXTURE_2D);
- glFrontFace(GL_CCW);
- //##
- void WczytajTekstureMetalu(char* sciezka, int n)
- {
- // ładuje obraz tekstury:
- bitmapData = LoadBitmapFile(sciezka, &bitmapInfoHeader);
- glGenTextures(1, &texture[n]); //tworzy obiekt tekstury
- glBindTexture(GL_TEXTURE_2D, texture[n]); // aktywuje obiekt tekstury
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- // tworzy obraz tekstury
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
- bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
- if (bitmapData)
- free(bitmapData);
- }
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