dynamical decide whether to use the given texture or solid red
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@@ -296,12 +296,22 @@ void OpenGLController::loadMsh(const char * path)
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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// if texture && open ok, then
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//TextureTGA tempTex(TEXTURE_NAME);
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//glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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// else
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GLubyte solidColor[4] = { 255,0,0,255 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA ,1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)solidColor);
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std::list<std::string> listTextures;
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try
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{
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if (listTextures.empty())
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throw std::invalid_argument("no texture names");
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TextureTGA tempTex(listTextures.front().c_str());
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glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 255,0,0,255 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)solidColor);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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