Browse Source

Very hacky fix for using the right textures

Thomas Buck 11 years ago
parent
commit
dd085bef14
2 changed files with 7 additions and 5 deletions
  1. 1
    1
      src/Render.cpp
  2. 6
    4
      src/Texture.cpp

+ 1
- 1
src/Render.cpp View File

70
     glTranslatef(0.0f, 0.0f, -2000.0f);
70
     glTranslatef(0.0f, 0.0f, -2000.0f);
71
     glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
71
     glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
72
 
72
 
73
-    glBindTexture(GL_TEXTURE_2D, 3);
73
+    glBindTexture(GL_TEXTURE_2D, 2);
74
 
74
 
75
     glBegin(GL_TRIANGLE_STRIP);
75
     glBegin(GL_TRIANGLE_STRIP);
76
     glTexCoord2f(1.0, 1.0);
76
     glTexCoord2f(1.0, 1.0);

+ 6
- 4
src/Texture.cpp View File

22
 #include "utils/tga.h"
22
 #include "utils/tga.h"
23
 #include "Texture.h"
23
 #include "Texture.h"
24
 
24
 
25
+#define TEXTURE_OFFSET -1
26
+
25
 Texture::Texture() {
27
 Texture::Texture() {
26
     mTextureIds = NULL;
28
     mTextureIds = NULL;
27
     mFlags = 0;
29
     mFlags = 0;
124
 
126
 
125
     glActiveTextureARB(GL_TEXTURE0_ARB);
127
     glActiveTextureARB(GL_TEXTURE0_ARB);
126
     glEnable(GL_TEXTURE_2D);
128
     glEnable(GL_TEXTURE_2D);
127
-    glBindTexture(GL_TEXTURE_2D, mTextureIds[texture0]);
129
+    glBindTexture(GL_TEXTURE_2D, mTextureIds[texture0] + TEXTURE_OFFSET);
128
 
130
 
129
     glActiveTextureARB(GL_TEXTURE1_ARB);
131
     glActiveTextureARB(GL_TEXTURE1_ARB);
130
     glEnable(GL_TEXTURE_2D);
132
     glEnable(GL_TEXTURE_2D);
131
-    glBindTexture(GL_TEXTURE_2D, mTextureIds[texture1]);
133
+    glBindTexture(GL_TEXTURE_2D, mTextureIds[texture1] + TEXTURE_OFFSET);
132
 }
134
 }
133
 
135
 
134
 void Texture::setMaxTextureCount(unsigned int n) {
136
 void Texture::setMaxTextureCount(unsigned int n) {
241
 
243
 
242
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
244
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
243
 
245
 
244
-    glBindTexture(GL_TEXTURE_2D, mTextureIds[slot]);
246
+    glBindTexture(GL_TEXTURE_2D, mTextureIds[slot] + TEXTURE_OFFSET);
245
 
247
 
246
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
248
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
247
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
249
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
279
     glEnable(GL_TEXTURE_2D);
281
     glEnable(GL_TEXTURE_2D);
280
     //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
282
     //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
281
 
283
 
282
-    glBindTexture(GL_TEXTURE_2D, mTextureIds[n]);
284
+    glBindTexture(GL_TEXTURE_2D, mTextureIds[n] + TEXTURE_OFFSET);
283
 }
285
 }
284
 
286
 
285
 void Texture::glScreenShot(char *base, unsigned int width, unsigned int height) {
287
 void Texture::glScreenShot(char *base, unsigned int width, unsigned int height) {

Loading…
Cancel
Save