45 #ifdef CHECK_MEMORY_LEAKS
47 #endif // CHECK_MEMORY_LEAKS
62 glGenTextures(1, &
id);
63 glBindTexture(GL_TEXTURE_2D,
id);
64 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
65 i->getWidth(), i->getHeight(), 0,
66 GL_RGBA, GL_UNSIGNED_BYTE, i->getData());
67 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
68 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
70 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
71 glBindTexture(GL_TEXTURE_2D, 0);
86 if (!gAllowTextures) {
89 glEnable(GL_TEXTURE_2D);
90 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
91 glDisable(GL_CULL_FACE);
92 glDisable(GL_DEPTH_TEST);
93 glDisable(GL_LIGHTING);
94 glDisable(GL_COLOR_MATERIAL);
95 glDisable(GL_TEXTURE_GEN_S);
96 glDisable(GL_TEXTURE_GEN_T);
97 glDisable(GL_ALPHA_TEST);
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
101 glBindTexture(GL_TEXTURE_2D, which);
102 glBegin(GL_TRIANGLE_STRIP);
104 glVertex2d(sizeX1, sizeY1);
106 glVertex2d(sizeX1, sizeY2);
108 glVertex2d(sizeX2, sizeY1);
110 glVertex2d(sizeX2, sizeY2);
112 glBindTexture(GL_TEXTURE_2D, 0);
113 glEnable(GL_DEPTH_TEST);