void GlClass::initializeGL()
{
glEnable(GL_TEXTURE_3D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_3D, texture[0]);
/* Line 35 */
glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE, 32, 32, 32, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tekstura);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void GlClass::initializeGL()
{
glEnable(GL_TEXTURE_3D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_3D, texture[0]);
/* Line 35 */
glTexImage3D(GL_TEXTURE_3D, 0, GL_LUMINANCE, 32, 32, 32, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tekstura);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
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