#include #include #include "texture.h" #include void Texture::bind() const { glBindTexture(GL_TEXTURE_2D, texture); } unsigned int Texture::tex() const { return texture; } unsigned int Texture::w() const { return width; } unsigned int Texture::h() const { return height; } void Texture::build(void* data, unsigned int format, unsigned int w, unsigned int h) { if(!data) { throw(std::runtime_error("No texture data")); } width = w; height = h; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, format, GL_UNSIGNED_BYTE, data); }