Page 468 OpenGL Super Bible! LoadAllTextures(void) { glNewList(SkyTexture (Dedicated web hosting)

Page 468 OpenGL Super Bible! LoadAllTextures(void) { glNewList(SkyTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadBitmap(’textures/sky.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glEndList(); glNewList(RocksTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadMipmap(’textures/rock.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_ MIPMAP_LINEAR); glEndList(); glNewList(GrassTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadMipmap(’textures/grass.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_ MIPMAP_LINEAR); glEndList(); glNewList(WaterTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadMipmap(’textures/water.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEA REST_ MIPMAP_LINEAR); glEndList(); glNewList(TreesTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadMipmap(’textures/trees.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_ MIPMAP_LINEAR); glEndList(); glNewList(MountainsTexture = glGenLists(1), GL_COMPILE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); TextureLoadMipmap(’textures/mountain.bmp ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_ MIPMAP_LINEAR); glEndList(); }
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