Example #1
0
        public void reloadtexture(string texturePath)
        {
            byte[] buffer = File.ReadAllBytes(texturePath);
            StbImage.stbi_set_flip_vertically_on_load(1);
            ImageResult image = ImageResult.FromMemory(buffer, ColorComponents.RedGreenBlueAlpha);

            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
            GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
        }
Example #2
0
        public Texture(String path)
        {
            PathTexture = path;
            //generate handle texture
            Handle = GL.GenTexture();
            //active this texture
            Use();

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);

            byte[] buffer = File.ReadAllBytes(path);
            //  StbImage.stbi_set_flip_vertically_on_load(1);
            ImageResult image = ImageResult.FromMemory(buffer, ColorComponents.RedGreenBlueAlpha);

            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
            GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
        }