bool GLFX::Init()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glShadeModel(GL_SMOOTH);
GLuint texture[1];
glGenTextures(1, &texture[0]);
if(texture[0] == 0)
MessageBox(NULL, "glGenTexture Failed", NULL, MB_OK);
glBindTexture(GL_TEXTURE_2D, texture[0]);
pSandTexture = glImg->loadBmp("C:\\Work\\My Projects\\OpenGl_Terrain_Engine\\sandTex.bmp");
if(!pSandTexture)
MessageBox(NULL, "Could Not Load File", NULL, MB_OK);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 128, 128, 0, GL_RGB, GL_UNSIGNED_BYTE, pSandTexture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
return true;
} |