#include "Texture.h" #include Texture::Texture(unsigned int id, int width, int height) : id(id), width(width), height(height) { } Texture::Texture(unsigned char* data, int width, int height) : width(width), height(height) { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); // glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE); // glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); } Texture::~Texture() { glDeleteTextures(1, &id); } void Texture::bind(){ glBindTexture(GL_TEXTURE_2D, id); // glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id); } void Texture::reload(unsigned char* data){ glBindTexture(GL_TEXTURE_2D, id); // glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data); // glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); // glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); }