#include GLuint loadTexture(const char *fileName){ SDL_Surface *image = IMG_Load(fileName); if(!image)return 0; //SDL_DisplayFormatAlpha(image); unsigned object(0); glGenTextures(1, &object); glBindTexture(GL_TEXTURE_2D, object); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w, image->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); //Free surface SDL_FreeSurface(image); return object; } void DEBUG_printf(const char *s,...){ va_list args; printf("%s:%u: ",__FILE__,__LINE__); va_start(args,s); vprintf(s,args); va_end(args); }