Created
February 20, 2018 04:35
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simple tile texture
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uint8_t mytex[3*256*256]; | |
for (int i = 0; i < 256; i++) { | |
for (int j = 0; j < 256; j++) { | |
bool flagA = (i % 32) < 16; | |
bool flagB = (j % 32) < 16; | |
if (flagA ^ flagB) { | |
mytex[3*(i+256*j)+0] = 32; | |
mytex[3*(i+256*j)+1] = 33; | |
mytex[3*(i+256*j)+2] = 34; | |
} else { | |
mytex[3*(i+256*j)+0] = 230; | |
mytex[3*(i+256*j)+1] = 169; | |
mytex[3*(i+256*j)+2] = 58; | |
} | |
} | |
} | |
GLuint textureID; | |
glGenTextures(1, &textureID); | |
glBindTexture(GL_TEXTURE_2D, textureID); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, mytex); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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