SkyBox::load (const char *ffront, const char *fleft, const char *fback,
const char *fright, const char *fup, const char *fdown)
{
- Game::LoadTexture(ffront, &front, true, false);
- Game::LoadTexture(fleft, &left, true, false);
- Game::LoadTexture(fback, &back, true, false);
- Game::LoadTexture(fright, &right, true, false);
- Game::LoadTexture(fup, &up, true, false);
- Game::LoadTexture(fdown, &down, true, false);
+ front.load(ffront, true, false);
+ left.load(fleft, true, false);
+ back.load(fback, true, false);
+ right.load(fright, true, false);
+ up.load(fup, true, false);
+ down.load(fdown, true, false);
}
void SkyBox::draw()
glDisable(GL_LIGHTING);
if(skyboxtexture)glEnable(GL_TEXTURE_2D);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, front);
+ front.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
glTexCoord2f(1, 1); glVertex3f( size, size, size);
glTexCoord2f(0, 1); glVertex3f(-size, size, size);
glEnd();
- glBindTexture(GL_TEXTURE_2D, back);
+ back.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f( size, size, -size);
glTexCoord2f(0, 0); glVertex3f( size, -size, -size);
glEnd();
- glBindTexture(GL_TEXTURE_2D, up);
+ up.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex3f( size, size, size);
glTexCoord2f(1, 1); glVertex3f( size, size, -size);
glEnd();
- glBindTexture(GL_TEXTURE_2D, down);
+ down.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
glTexCoord2f(1, 1); glVertex3f( size, -size, size);
glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
glEnd();
- glBindTexture(GL_TEXTURE_2D, right);
+ right.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex3f( size, size, size);
glTexCoord2f(0, 0); glVertex3f( size, -size, size);
glEnd();
- glBindTexture(GL_TEXTURE_2D, left);
+ left.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glBegin(GL_QUADS);
SkyBox::~SkyBox()
{
- glDeleteTextures( 1, &front );
- glDeleteTextures( 1, &left );
- glDeleteTextures( 1, &back );
- glDeleteTextures( 1, &right );
- glDeleteTextures( 1, &up );
- glDeleteTextures( 1, &down );
+ front.destroy();
+ left.destroy();
+ back.destroy();
+ right.destroy();
+ up.destroy();
+ down.destroy();
};