@@ -45,6 +45,7 @@ GLuint shaderProgram;
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// the vertex data (in positionBuffer) and color data per vertex (in colorBuffer)
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GLuint positionBuffer, colorBuffer, indexBuffer, texcoordBuffer, vertexArrayObject;
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GLuint texture;
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@@ -130,6 +131,18 @@ void initialize()
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// Load Texture
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//************************************
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// Task 2
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int w, h, comp;
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unsigned char* image = stbi_load("../scenes/textures/asphalt.jpg", &w, &h, &comp, STBI_rgb_alpha);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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}
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