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							- #include "rendering/wrapper/Texture.h"
 
- #include "rendering/wrapper/GLWrapper.h"
 
- Texture::Texture() : texture(0) {
 
-     glGenTextures(1, &texture);
 
-     glBindTexture(GL_TEXTURE_2D, texture);
 
-     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
-     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
-     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 
-     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 
- }
 
- Texture::~Texture() {
 
-     glDeleteTextures(1, &texture);
 
- }
 
- void Texture::setColorData(int width, int height, const Color4* data) {
 
-     setColorData(width, height, GL_RGBA, data);
 
- }
 
- void Texture::setColorData(int width, int height, const Color3* data) {
 
-     setColorData(width, height, GL_RGB, data);
 
- }
 
- void Texture::setColorData(int width, int height, const Color2* data) {
 
-     setColorData(width, height, GL_RG, data);
 
- }
 
- void Texture::setColorData(int width, int height, const Color1* data) {
 
-     setColorData(width, height, GL_RED, data);
 
- }
 
- void Texture::bind() const {
 
-     glActiveTexture(GL_TEXTURE0);
 
-     glBindTexture(GL_TEXTURE_2D, texture);
 
- }
 
 
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