use texture objects now

This commit is contained in:
Brian Paul 1999-10-13 12:02:13 +00:00
parent f80d0b2f61
commit 1a3b8ffe01

View file

@ -1,4 +1,4 @@
/* $Id: multiarb.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
/* $Id: multiarb.c,v 1.2 1999/10/13 12:02:13 brianp Exp $ */
/*
* GL_ARB_multitexture demo
@ -7,8 +7,11 @@
/*
* $Log: multiarb.c,v $
* Revision 1.1 1999/08/19 00:55:40 jtg
* Initial revision
* Revision 1.2 1999/10/13 12:02:13 brianp
* use texture objects now
*
* Revision 1.1.1.1 1999/08/19 00:55:40 jtg
* Imported sources
*
* Revision 1.3 1999/03/28 18:20:49 brianp
* minor clean-up
@ -223,16 +226,19 @@ static void SpecialKey( int key, int x, int y )
static void Init( void )
{
GLuint texObj[2];
const char *exten = (const char *) glGetString(GL_EXTENSIONS);
if (!strstr(exten, "GL_ARB_multitexture")) {
printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
exit(1);
}
/* setup texture env 0 */
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE0_ARB);
#endif
/* allocate two texture objects */
glGenTextures(2, texObj);
/* setup texture obj 0 */
glBindTexture(GL_TEXTURE_2D, texObj[0]);
#ifdef LINEAR_FILTER
/* linear filtering looks much nicer but is much slower for Mesa */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -252,10 +258,8 @@ static void Init( void )
}
/* setup texture env 1 */
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE1_ARB);
#endif
/* setup texture obj 1 */
glBindTexture(GL_TEXTURE_2D, texObj[1]);
#ifdef LINEAR_FILTER
/* linear filtering looks much nicer but is much slower for Mesa */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -272,6 +276,15 @@ static void Init( void )
exit(1);
}
/* now bind the texture objects to the respective texture units */
#ifdef GL_ARB_multitexture
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, texObj[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, texObj[1]);
#endif
glShadeModel(GL_FLAT);
glClearColor(0.3, 0.3, 0.4, 1.0);