diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-30 19:12:03 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-30 19:12:03 -0600 |
| commit | 1a721b98caf7559f4a18baa8d3b92269e8f1f6ce (patch) | |
| tree | 32be8966361f8f8ae74c6c0af226e39fe9feb375 /src/util.c | |
| parent | 4992ce0098cac8caef6c9315816b688d96259bce (diff) | |
Add basic block textures
- Remove the code that sent colors through uniform variables, instead
send texture data
- Each vertex now has a texture coordinate
- struct texture is a easy way to represent textures, can be extended
later
- Shaders updated to use textures
Diffstat (limited to 'src/util.c')
| -rw-r--r-- | src/util.c | 9 |
1 files changed, 9 insertions, 0 deletions
@@ -22,3 +22,12 @@ void create_ebo(GLuint *ebo, void* buf, int size) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } +void create_texture(GLuint* tbo, void* buf, vec2 size) { + glGenTextures(1, tbo); + glBindTexture(GL_TEXTURE_2D, *tbo); + float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, buf); + glGenerateMipmap(GL_TEXTURE_2D); + // glBindTexture(GL_TEXTURE_2D, 0); +} |
