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glGenTextures(1, &mId);
glBindTexture(GL_TEXTURE_2D, mId);
//Set mipmap level
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
//Create texture data
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, _Image->getWidth(), _Image->getHeight(), 0, format, GL_UNSIGNED_BYTE, _Image->getPixels());
//Set wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//Set filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0); |
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