//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(AFX_GLTEXTURECUBEMAP_H__490E9736_961A_4873_A10F_ED47E6E33527__INCLUDED_) #define AFX_GLTEXTURECUBEMAP_H__490E9736_961A_4873_A10F_ED47E6E33527__INCLUDED_ #include #include class GLTextureCubeMap : public GLTextureBase { public: GLTextureCubeMap(); virtual ~GLTextureCubeMap(); virtual void draw(bool force = false); bool create(GLImage &bitmap, GLenum format = GL_RGB, bool mipMap = true); bool create(const void * data, GLint width, GLint height, GLint components, GLint alignment, GLenum format, bool mipMap); bool textureValid(); protected: GLuint cubeTexNum_[6]; bool createTexture(const void * data, GLint width, GLint height, GLint components, GLint alignment, GLenum format, bool mipMap); }; #endif // !defined(AFX_GLTEXTURECUBEMAP_H__490E9736_961A_4873_A10F_ED47E6E33527__INCLUDED_)