PUSH - Ajout section ÉQUIPEMENT/ARME pour le HUD. +1 texture (gun01.png).
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@@ -13,8 +13,7 @@ Texture::~Texture()
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glDeleteTextures(1, &m_textureId);
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}
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bool Texture::Load(const std::string& filename)
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bool Texture::Load(const std::string& filename, bool useMipMaps)
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{
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// Initialize Devil only once:
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static bool alreadyInitialized = false;
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@@ -42,8 +41,14 @@ bool Texture::Load(const std::string& filename)
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glGenTextures(1, &m_textureId);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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if (useMipMaps) {
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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ilDeleteImages(1, &texid);
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