|
unsigned int
texObject;
glGenTextures(1,&texObject);
glPixelStorei (GL_UNPACK_ALIGNMENT,
0);
glBindTexture (GL_TEXTURE_2D,
texObject);
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);
switch(Format) {
case GL_RGB:
|
glTexImage2D
(GL_TEXTURE_2D,0,GL_COMPRESSED_RGB_S3TC_DXT1_EXT,w,h,0,GL_RGB,GL_UNSIGNED_BYTE,pixels);
break; |
case GL_RGBA:
|
glTexImage2D
(GL_TEXTURE_2D,0,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,pixels);
break; |
default: ;
}
return texObject; |