#include "../include/myGL.h" void FreeGLTexture(unsigned int& texture) { glDeleteTextures(1, &texture); } bool LoadGLTexture(string fn, unsigned int& texture, int mag, int min) { if(Right(tolower(fn), 4) == ".bmp") { TextureImage* texImage = NULL; if(texImage = LoadBMP(fn.c_str())) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data); if(texImage) //Just in case somehow the file was empty or unloadable { if(texImage->data) free(texImage->data); free(texImage); } return true; } else { return false; } } else if(Right(tolower(fn), 4) == ".tga") { TextureImage* texImage = NULL; if(texImage = LoadTGA(fn.c_str())) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY, 0, texImage->type, GL_UNSIGNED_BYTE, texImage->data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if(texImage) //Just in case somehow the file was empty or unloadable { if(texImage->data) free(texImage->data); free(texImage); } return true; } else { return false; } } else { return false; } }