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void Clevel::loadbackground(char* filename)
{
SDL_Surface *temp;
glGenTextures (1, & background);
glBindTexture (GL_TEXTURE_2D, background);
// Paramétrage de la texture.
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_MIN_FILTER, GL_LINEAR);
temp = IMG_Load(filename);
// Jonction entre OpenGL et SDL.
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, temp->w, temp->h, 0,
GL_RGB, GL_UNSIGNED_BYTE, temp-> pixels);
SDL_FreeSurface(temp);
}
void Clevel::drawbackground()
{
glBindTexture (GL_TEXTURE_2D, background);
glBegin(GL_QUADS);
glTexCoord2i (0, 0) ; glVertex2i(0,0);
glTexCoord2i (0, 1) ; glVertex2i(0,RESOLUTION_Y);
glTexCoord2i (1, 1) ; glVertex2i(RESOLUTION_X,RESOLUTION_Y);
glTexCoord2i (1, 0) ; glVertex2i(RESOLUTION_X,0);
glEnd();
} |
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