13 glCreateTextures(GL_TEXTURE_2D, 1, &
ID);
15 glTextureParameteri(
ID, GL_TEXTURE_WRAP_S, GL_REPEAT);
16 glTextureParameteri(
ID, GL_TEXTURE_WRAP_T, GL_REPEAT);
18 glTextureParameteri(
ID, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
19 glTextureParameteri(
ID, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
21 stbi_set_flip_vertically_on_load(
false);
25 GLenum iInternalFormat = (
nrChannels == 4) ? GL_RGBA8 : GL_RGB8;
26 GLenum iDataFormat = (
nrChannels == 4) ? GL_RGBA : GL_RGB;
29 glTextureSubImage2D(
ID, 0, 0, 0,
width,
height, iDataFormat, GL_UNSIGNED_BYTE, cData);
30 glGenerateTextureMipmap(
ID);
31 stbi_image_free(cData);
34 std::cout <<
"ERROR::TEXTURE::FAILED_TO_LOAD_PATH" << std::endl;
35 glTextureStorage2D(
ID, 1, GL_RGBA8, 1, 1);
36 unsigned char debugColor[] = {255, 0, 255, 255};
37 glTextureSubImage2D(
ID, 0, 0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, debugColor);