lament_faces);
}
-
\f
/* Computing normal vectors (thanks to Nat Friedman <ndf@mit.edu>)
*/
int height = lc->texture->width; /* assume square */
glBindTexture(GL_TEXTURE_2D, lc->texids[i]);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, exterior_color);
+
+ clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lc->texture->width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE,
(lc->texture->data +
(lc->texture->bytes_per_line * height * i)));
+ check_gl_error("texture");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);