- Image1Texturen = new GLuint[3];
- glGenTextures(3, &Image1Texturen[0]);
- for (int i=0; i < 3; i++) {
- glBindTexture(GL_TEXTURE_2D, Image1Texturen[i]);
- glTexImage2D(GL_TEXTURE_2D,0,3,TexturSize,TexturSize,0,GL_RGB,GL_UNSIGNED_BYTE,textureData[i]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- }
- for (int i=0; i < 3; i++) {
- glBindTexture(GL_TEXTURE_2D, Image1Texturen[i]);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f,0.0f); glVertex3f( i , 0, i);
- glTexCoord2f(1.0f,0.0f); glVertex3f( i+1, 0, i);
- glTexCoord2f(1.0f,1.0f); glVertex3f( i+1, 1, i);
- glTexCoord2f(0.0f,1.0f); glVertex3f( i , 1, i);
- glEnd();
- }