glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXRES_X, TEXRES_Y, 0, GL_RGBA, GL_UNSIGNED_BYTE, env_map);
glVertex3f(1.0, -1.0, 0.0);
glEnd();
+ /*
+ glPointSize(48.0);
+ glBegin(GL_POINTS);
+ glNormal3f(0.0, 0.0, 1.0);
+ glVertex3f(0.0, 0.0, 0.0);
+ glEnd();
+ */
+
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);