#include "gravit.h" GLuint texID; int loadTexture() { SDL_Surface *tmp = NULL; SDL_Surface *tmp2 = NULL; tmp = SDL_LoadBMP("texture.bmp"); if (!tmp) { conAdd(LNORM, "Failed loading texture"); return 0; } tmp2 = SDL_CreateRGBSurface(SDL_SWSURFACE, 16, 16, 32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); if (!tmp2) { SDL_FreeSurface(tmp); return 0; } if (SDL_BlitSurface(tmp, NULL, tmp2, NULL)) { SDL_FreeSurface(tmp); SDL_FreeSurface(tmp2); } glGenTextures(1, &texID); glCheck(); glBindTexture(GL_TEXTURE_2D, texID); glCheck(); glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmp2->pixels); glCheck(); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glCheck(); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glCheck(); SDL_FreeSurface(tmp); SDL_FreeSurface(tmp2); return 1; }