char FTLoad2[256]="/mnt/backup/mdv/OpenGL/textura/door.bmp";
char FTLoad[256]="/mnt/backup/mdv/OpenGL/textura/fire.bmp";
GLuint textures[3];
GLuint TexA[2];GLuint TexR[2];
void TexLoad1(){
void FreeImage_Initialise();
glEnable(GL_TEXTURE_2D);
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(FTLoad, 0);
FIBITMAP *bmp = FreeImage_Load (fifmt,FTLoad, 0);
h=FreeImage_GetHeight(bmp);
w=FreeImage_GetWidth(bmp);
glBindTexture(GL_TEXTURE_2D,TexR[1]);
BYTE *bits = new BYTE[FreeImage_GetWidth(bmp) * FreeImage_GetHeight(bmp) * 3];
BYTE *pixels = (BYTE*)FreeImage_GetBits(bmp);
for(int pix=0; pix<FreeImage_GetWidth(bmp) * FreeImage_GetHeight(bmp); pix++)
{ bits[pix*3+0]=pixels[pix*3+2];
bits[pix*3+1]=pixels[pix*3+1];
bits[pix*3+2]=pixels[pix*3+0];
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w,h, 0, GL_RGB, GL_UNSIGNED_BYTE,bits);
void FreeImage_DeInitialise();
}
void TexLoad2(){
void FreeImage_Initialise();
glEnable(GL_TEXTURE_2D);
FREE_IMAGE_FORMAT fifmt = FreeImage_GetFileType(FTLoad2, 0);
FIBITMAP *bmp = FreeImage_Load (fifmt,FTLoad2, 0);
h=FreeImage_GetHeight(bmp);
w=FreeImage_GetWidth(bmp);
glBindTexture(GL_TEXTURE_2D,TexR[0]);
BYTE *bits = new BYTE[FreeImage_GetWidth(bmp) * FreeImage_GetHeight(bmp) * 3];
BYTE *pixels = (BYTE*)FreeImage_GetBits(bmp);
for(int pix=0; pix<FreeImage_GetWidth(bmp) * FreeImage_GetHeight(bmp); pix++)
{ bits[pix*3+0]=pixels[pix*3+2];
bits[pix*3+1]=pixels[pix*3+1];
bits[pix*3+2]=pixels[pix*3+0];
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w,h, 0, GL_RGB, GL_UNSIGNED_BYTE,bits);
void FreeImage_DeInitialise();
}