Hi!
If I have a texture class:
Code :Texture::Texture(){}; Texture::~Texture() { glDeleteTextures(1, &ID); ExitOnGLError("ERROR: Could not destroy the textures"); }; void Texture::Initialize(void) { glActiveTexture(GL_TEXTURE0+n_texture); n_texture++; glBindTexture(GL_TEXTURE_2D, ID); ExitOnGLError("Error: Could not bind the texture"); } void Texture::Load(std::string filename) { name = filename; FREE_IMAGE_FORMAT formato = FreeImage_GetFileType(filename.c_str(),0); // Si no soporta el formato, lanzamos error if(!FreeImage_FIFSupportsReading(formato)) { ExitOnGLError("ERROR: Formato de textura no soportado"); exit(EXIT_FAILURE); } FIBITMAP* imagen = FreeImage_Load(formato, filename.c_str()); imagen = FreeImage_ConvertTo32Bits(imagen); width = FreeImage_GetWidth(imagen); height = FreeImage_GetHeight(imagen); pixels = (char*)FreeImage_GetBits(imagen); std::cout<<"PIXELES"<<pixels[0 ]<<std::endl; // Gneramos la textura para OpenGL glGenTextures(1,&ID); glBindTexture(GL_TEXTURE_2D, ID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, width, height, 0, GL_BGRA,GL_UNSIGNED_BYTE,pixels ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glGenerateMipmap(GL_TEXTURE_2D); FreeImage_Unload(imagen); // Descartamos la imagen Initialize(); }
If every time that I load a texture, i call this method, Does it load fine the textures? or Should I load the textures at the same time?



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