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Changeset 4156 in orxonox.OLD for orxonox


Ignore:
Timestamp:
May 10, 2005, 11:22:49 PM (20 years ago)
Author:
patrick
Message:

orxonox/branches/md2_loader: trying to use textures, started coding

Location:
orxonox/branches/md2_loader/src/lib/graphics/importer
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • orxonox/branches/md2_loader/src/lib/graphics/importer/Makefile.in

    r4139 r4156  
    4242subdir = src/lib/graphics/importer
    4343DIST_COMMON = $(noinst_HEADERS) $(srcdir)/Makefile.am \
    44         $(srcdir)/Makefile.in
     44        $(srcdir)/Makefile.in TODO
    4545ACLOCAL_M4 = $(top_srcdir)/aclocal.m4
    4646am__aclocal_m4_deps = $(top_srcdir)/configure.ac
  • orxonox/branches/md2_loader/src/lib/graphics/importer/abstract_model.h

    r4149 r4156  
    181181};
    182182
     183class Helper
     184{
     185
     186static createTexture(UINT textureArray[], LPSTR strFileName, int textureID)
     187{
     188        AUX_RGBImageRec *pBitmap = NULL;
     189       
     190        if(!strFileName)                                                                        // Return from the function if no file name was passed in
     191                return;
     192
     193        pBitmap = auxDIBImageLoad(strFileName);                         // Load the bitmap and store the data
     194       
     195        if(pBitmap == NULL)                                                                     // If we can't load the file, quit!
     196                exit(0);
     197
     198        // Generate a texture with the associative texture ID stored in the array
     199        glGenTextures(1, &textureArray[textureID]);
     200
     201        // This sets the alignment requirements for the start of each pixel row in memory.
     202        glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
     203
     204        // Bind the texture to the texture arrays index and init the texture
     205        glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
     206
     207        // Build Mipmaps (builds different versions of the picture for distances - looks better)
     208        gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
     209
     210        // Lastly, we need to tell OpenGL the quality of our texture map.  GL_LINEAR_MIPMAP_LINEAR
     211        // is the smoothest.  GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR,
     212        // but looks blochy and pixilated.  Good for slower computers though. 
     213               
     214        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
     215        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
     216
     217        // Now we need to free the bitmap data that we loaded since openGL stored it as a texture
     218
     219        if (pBitmap)                                                                            // If we loaded the bitmap
     220        {
     221                if (pBitmap->data)                                                              // If there is texture data
     222                {
     223                        free(pBitmap->data);                                            // Free the texture data, we don't need it anymore
     224                }
     225
     226                free(pBitmap);                                                                  // Free the bitmap structure
     227        }
     228}
     229
     230};
     231
    183232#endif /* _ABSTRACT_MODEL_H */
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