GLsizei texture_width;
GLsizei texture_height;
+ GLsizei num_colors;
void resize(unsigned int width = 256, unsigned int height = 256);
void ConvertUint(unsigned *array, unsigned int length);
void ConvertShort(unsigned short *array, unsigned int length);
void rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n);
+ void rgbatorgba(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *a,
+ GLubyte *l, int n);
ImageRec *ImageOpen(const char *fileName);
ImageRec *RawImageOpen(const char *fileName);
/* Copyright (c) Mark J. Kilgard, 1997. */
void read_alpha_texture(const char *name);
void read_rgb_texture(const char *name);
+ void read_rgba_texture(const char *name);
void read_raw_texture(const char *name);
void read_r8_texture(const char *name);
// texture pixel manipulation functions.
void set_pixel(GLuint x, GLuint y, sgVec3 &c);
- sgVec3 *get_pixel(GLuint x, GLuint y);
+ float *get_pixel(GLuint x, GLuint y);
void bind();
- inline void select() {
+ inline void select(bool keep_data = false) {
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
texture_width, texture_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texture_data );
+
+ if (!keep_data) {
+ delete[] texture_data;
+ texture_data = 0;
+ }
}
// Nowhere does it say that resident textures have to be in video memory!