build mipmaps with GLU for texture shader
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@ -51,9 +51,18 @@ static GLuint load_texture(const char *fname)
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GLuint id = loadTexture(fname);
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GLuint id = loadTexture(fname);
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if (id != 0)
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if (id != 0)
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{
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{
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int width, height;
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glBindTexture(GL_TEXTURE_2D, id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
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char *data = (char *) malloc(4 * width * height);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, width, height, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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free(data);
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}
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}
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return id;
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return id;
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}
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}
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