//initializeGL()
per.myinitGL();
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glDisable(GL_TEXTURE_2D);
//initializeGL()
per.myinitGL();
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glDisable(GL_TEXTURE_2D);
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perc::myInitGL() {
glGenTextures(1, &tex);
if ( !img.load(texFileName)) {
buf.fill(Qt::gray.rgb() );
img=buf;
}
glBindTexture(GL_TEXTURE_2D, tex);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tx.width(), tx.height(), GL_RGBA, GL_UNSIGNED_BYTE, tx.bits() );
}
perc::myInitGL() {
glGenTextures(1, &tex);
QImage img;
if ( !img.load(texFileName)) {
QImage buf;
buf.fill(Qt::gray.rgb() );
img=buf;
}
QImage tx = QGLWidget::convertToGLFormat (img);
glBindTexture(GL_TEXTURE_2D, tex);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tx.width(), tx.height(), GL_RGBA, GL_UNSIGNED_BYTE, tx.bits() );
}
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Is it ok? It seems works properly....
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