fixed stupid jpg error
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@@ -3,6 +3,7 @@ project(gl-cube)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} CMakeModules/)
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cmake_policy(SET CMP0037 OLD)
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set(CMAKE_BUILD_TYPE Debug)
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set(executable cube.a)
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set(SrcDIR ./src)
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@@ -20,6 +21,7 @@ find_package(GLEW REQUIRED)
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include_directories(${executable}
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${SDL2_INCLUDE_DIR}
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${SDL2_IMAGE_INCLUDE_DIR}
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${PNG_INCLUDE_DIR}
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${GLEW_INCLUDE_DIRS}
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${IncludeDIR}
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)
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@@ -36,6 +38,7 @@ set_target_properties(${executable} PROPERTIES
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)
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target_link_libraries(${executable}
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${PNG_LIBRARY}
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SDL2
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SDL2_image
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PNG::PNG
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Binary file not shown.
BIN
OpenGL/cube/resources/textures/cobble.jpg
Normal file
BIN
OpenGL/cube/resources/textures/cobble.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 30 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 9.1 KiB |
BIN
OpenGL/cube/resources/textures/dirtside.png
Normal file
BIN
OpenGL/cube/resources/textures/dirtside.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 7.5 KiB |
@@ -32,7 +32,9 @@ public:
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int main(int argc, char** argv) {
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Game* game = new Game();
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SDL_Init(SDL_INIT_EVERYTHING);
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IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
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SDL_GL_SetSwapInterval(0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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@@ -110,7 +112,9 @@ int main(int argc, char** argv) {
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simpleShader.load("./resources/shaders/simple").attatch().link().use();
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// Load texture from file
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SDL_Surface* sur = IMG_Load("./resources/textures/dirtside.jpg");
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SDL_Surface* sur = IMG_Load("./resources/textures/dirtside.png");
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if (sur == NULL)
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std::cerr << "Failed to load image: " << IMG_GetError() << std::endl;
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// Set up a GL texture
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GLuint tex;
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glBindTexture(GL_TEXTURE_2D, tex);
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@@ -118,7 +122,7 @@ int main(int argc, char** argv) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Passes SDL texture into the texture buffer for GL to use in shaders
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, sur->w, sur->h, 0, GL_RGB, GL_UNSIGNED_BYTE, sur->pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sur->w, sur->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, sur->pixels);
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GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
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glEnableVertexAttribArray(posAttrib);
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