/** * Load a texture into OpenGL from a BufferedImage * * @param resourceName The location of the resource to load * @param resourceimage The BufferedImage we are converting * @param target The GL target to load the texture against * @param dstPixelFormat The pixel format of the screen * @param minFilter The minimising filter * @param magFilter The magnification filter * @return The loaded texture * @throws IOException Indicates a failure to access the resource */ public static Texture getTexture( String resourceName, BufferedImage resourceimage, int target, int dstPixelFormat, int minFilter, int magFilter) throws IOException { ImageIOImageData data = new ImageIOImageData(); int srcPixelFormat = 0; // create the texture ID for this texture int textureID = InternalTextureLoader.createTextureID(); TextureImpl texture = new TextureImpl(resourceName, target, textureID); // Enable texturing Renderer.get().glEnable(SGL.GL_TEXTURE_2D); // bind this texture Renderer.get().glBindTexture(target, textureID); BufferedImage bufferedImage = resourceimage; texture.setWidth(bufferedImage.getWidth()); texture.setHeight(bufferedImage.getHeight()); if (bufferedImage.getColorModel().hasAlpha()) { srcPixelFormat = SGL.GL_RGBA; } else { srcPixelFormat = SGL.GL_RGB; } // convert that image into a byte buffer of texture data ByteBuffer textureBuffer = data.imageToByteBuffer(bufferedImage, false, false, null); texture.setTextureHeight(data.getTexHeight()); texture.setTextureWidth(data.getTexWidth()); texture.setAlpha(data.getDepth() == 32); if (target == SGL.GL_TEXTURE_2D) { Renderer.get().glTexParameteri(target, SGL.GL_TEXTURE_MIN_FILTER, minFilter); Renderer.get().glTexParameteri(target, SGL.GL_TEXTURE_MAG_FILTER, magFilter); if (Renderer.get().canTextureMirrorClamp()) { Renderer.get() .glTexParameteri( SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_S, SGL.GL_MIRROR_CLAMP_TO_EDGE_EXT); Renderer.get() .glTexParameteri( SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_T, SGL.GL_MIRROR_CLAMP_TO_EDGE_EXT); } else { Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_S, SGL.GL_CLAMP); Renderer.get().glTexParameteri(SGL.GL_TEXTURE_2D, SGL.GL_TEXTURE_WRAP_T, SGL.GL_CLAMP); } } Renderer.get() .glTexImage2D( target, 0, dstPixelFormat, texture.getTextureWidth(), texture.getTextureHeight(), 0, srcPixelFormat, SGL.GL_UNSIGNED_BYTE, textureBuffer); return texture; }