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authorAaditya Dhruv <[email protected]>2026-01-30 19:12:03 -0600
committerAaditya Dhruv <[email protected]>2026-01-30 19:12:03 -0600
commit1a721b98caf7559f4a18baa8d3b92269e8f1f6ce (patch)
tree32be8966361f8f8ae74c6c0af226e39fe9feb375 /src/util.c
parent4992ce0098cac8caef6c9315816b688d96259bce (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.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/util.c b/src/util.c
index 0a5d983..b296b56 100644
--- a/src/util.c
+++ b/src/util.c
@@ -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);
+}