- procedure CreateEmptyTexture(var Texture:GLuint;const Width,Height:Word;const Alpha:Boolean);
- var
- pTexData: Pointer;
- begin
- // Speicher reservieren
- if Alpha then
- GetMem(ptexData, Width*Height*4)
- else
- GetMem(ptexData, Width*Height*3);
- // Textur generieren und drauf zeigen
- glGenTextures(1, Texture);
- glBindTexture(GL_TEXTURE_2D, Texture);
- // Daten in den Speicher, Lineares Filtering aktivieren
- if Alpha then
- glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData)
- else
- glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, pTexData);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // Freigeben
- FreeMem(pTexData);
- end;