纹理贴图

bool LoadTexture(LPTSTR szFileName, GLuint &texid)					// Creates Texture From A Bitmap File
{
	HBITMAP hBMP;													// Handle Of The Bitmap
	BITMAP	BMP;													// Bitmap Structure

	glGenTextures(1, &texid);										// Create The Texture
	hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

	if (!hBMP)														// Does The Bitmap Exist?
		return FALSE;												// If Not Return False

	GetObject(hBMP, sizeof(BMP), &BMP);								// Get The Object
																	// hBMP:        Handle To Graphics Object
																	// sizeof(BMP): Size Of Buffer For Object Information
																	// &BMP:        Buffer For Object Information

	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);							// Pixel Storage Mode (Word Alignment / 4 Bytes)

	// Typical Texture Generation Using Data From The Bitmap
	glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Min Filter
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Mag Filter
	glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

	DeleteObject(hBMP);												// Delete The Object

	return TRUE;													// Loading Was Successful
}

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