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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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