LOG(std::string("Loading font texture...") + fileName);
- Game::LoadTexture(fileName, &FontTexture, false, false);
+ FontTexture.load(fileName, false, false);
/*
//Load Image
//LoadTGA( fileName );
// base=glGenLists(256); // Creating 256 Display Lists
base=glGenLists(512); // Creating 256 Display Lists
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
+ FontTexture.bind();
for (loop=0; loop<512; loop++) // Loop Through All 256 Lists
{
if (loop < 256)
set=1;
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
+ FontTexture.bind();
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glPrint( x, y, string, set, size, width, height);
}
-Text::Text()
-{
+Text::Text() {
base = 0;
- FontTexture = 0;
}
-Text::~Text()
-{
- if (base)
- {
+Text::~Text() {
+ if (base) {
glDeleteLists(base, 512);
base = 0;
}
- if (FontTexture) glDeleteTextures( 1, &FontTexture );
+ FontTexture.destroy();
}