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// Génération de la texture
unsigned int Texture;
glGenTextures(1, &Texture);
// Activation de la texture
glBindTexture(GL_TEXTURE_2D, Texture);
// Initialisation de quelques paramètres (filtrage, wrapping, ...)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
GLint alignment;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
vector2i sizeTexture = p_image.GetSize();
gluBuild2DMipmaps(GL_TEXTURE_2D, p_image.GetFormat(),
sizeTexture.x, sizeTexture.y,
GL_RGBA, GL_UNSIGNED_BYTE, p_image.GetData());
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
// Désactivation de la texture
glBindTexture(GL_TEXTURE_2D, 0); |
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