rendered paste body // When i load a map
// Load the first image
CFJpg := TJPEGImage.Create;
CFJpg.LoadFromFile(HomeDir + '/images/' + CurrentMap + '2.jpg');
LoadBackTexture(CFJpg,poaCF);
CFJpg.Free;
// Load the second image
AAJpg := TJPEGImage.Create;
AAJpg.LoadFromFile(HomeDir + '/images/' + CurrentMap + '1.jpg');
LoadBackTexture(AAJpg,poaAA);
AAJpg.Free;
procedure LoadBackTexture(var aJpeg : TJpegImage; Team : TPoATeam);
var
Bmp : TBitmap;
begin
Bmp := TBitmap.Create;
Bmp.Assign(aJpeg);
case Team of
poaAA : glBindTexture(GL_TEXTURE_2D, AAMap);
poaCF : glBindTexture(GL_TEXTURE_2D, CFMap);
end;
SwapRGBComps(Bmp);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 512, 512, GL_RGB, GL_UNSIGNED_BYTE, Bmp.ScanLine[Bmp.Height-1]);
Bmp.Free;
end;
procedure DrawMap(Level : single);
begin
glColor3F(1,1,1);
glEnable(GL_TEXTURE_2D);
if MapStatus = 2 then begin
case fmMain.cbTeam.ItemIndex of
0,1 : glBindTexture(GL_TEXTURE_2D, AAMap);
2 : glBindTexture(GL_TEXTURE_2D, CFMap);
end;
end else begin
glBindTexture(GL_TEXTURE_2D, AAMap);
end;
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0); glVertex3f( 0, 0, Level);
glTexCoord2f(0.0,1.0); glVertex3f( 0, MAP_HEIGHT, Level);
glTexCoord2f(1.0,1.0); glVertex3f(MAP_WIDTH, MAP_HEIGHT, Level);
glTexCoord2f(1.0,0.0); glVertex3f(MAP_WIDTH, 0, Level);
glEnd();
end;