Aux_rgbimagerec * textureimage [3];
Textureimage [0] = auxdibimageloada ("floor.bmp"); // ---------- return the header pointer
Textureimage [1] = auxdibimageloada ("wall.bmp ");
Textureimage [2] = auxdibimageloada ("wall3.bmp ");
Glgentextures (3, & texture [0]); // create a texture name
For (INT I = 0; I <3; I ++)
{
Glbindtexture (gl_texture_2d, texture [I]); // use a typical texture generated from the bitmap data
// Generate texture
Glteximage2d (gl_texture_2d, 0, 3, textureimage [I]-> sizex, textureimage [I]-> sizey, 0, gl_rgb, gl_unsigned_byte, textureimage [I]-> data );
Gltexparameteri (gl_texture_2d, gl_texture_min_filter, gl_linear); // linear filter, mainly used to zoom in or out the texture Algorithm Including linear, nearest neighbor, bilinear interpolation, etc.
Gltexparameteri (gl_texture_2d, gl_texture_mag_filter, gl_linear );
}
Glable (gl_texture_2d );
Create three textures. To use these textures, call
Glbindtexture (gl_texture_2d, texture [I]);