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void map::chargerTexture(char *fichier,int numtex){
SDL_Surface *texture;
glBindTexture(GL_TEXTURE_2D,IdTex[numtex]);
texture=SDL_LoadBMP(fichier);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D,3,texture->w,texture->h,GL_BGRA,GL_UNSIGNED_BYTE,texture->pixels);
SDL_FreeSurface(texture);
} |
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