#include /*SDL_Surface* loadTexture(char* filename){ SDL_Surface *optimizedSurface = NULL; SDL_Surface *texture = IMG_Load(filename); if(texture == NULL){ std::cout << "Unable to load an image properly from " << filename << "; Error: " << IMG_GetError() << std::endl; }else{ optimizedSurface = SDL_ConvertSurface(texture, renderSurface->format, NULL); if(optimizedSurface == NULL){ std::cout << "Unable to optimize image properly from " << filename << "; Error: " << IMG_GetError() << std::endl; } SDL_FreeSurface(texture); } return optimizedSurface; }*/ GLuint loadTexture(const char *fileName){ SDL_Surface *image = IMG_Load(fileName); //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; }