rendered paste bodyTexture::Texture(char* filename, int type)
{
//Lagra filnamnet
strcpy(this->filename, filename);
//Set active texunit
//glActiveTexture(GL_TEXTURE0);
ILuint ImgId;
ilInit();
// Generate the main image name to use.
ilGenImages(1, &ImgId);
// Bind this image name.
ilBindImage(ImgId);
// Loads the image specified by File into the ImgId image.
if(type == TEXTURE_2D){
ilLoadImage(filename);
printf("ilLoad: %25s\n", filename);
gltype = GL_TEXTURE_2D;
if( ilGetInteger(IL_IMAGE_HEIGHT) == 1 || ilGetInteger(IL_IMAGE_WIDTH) == 1 )
gltype = GL_TEXTURE_1D;
//Create and bind texture object
glGenTextures(1,&TexID);
glBindTexture(gltype, TexID);
if( gltype == GL_TEXTURE_2D )
gluBuild2DMipmaps(GL_TEXTURE_2D, ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), ilGetInteger(IL_IMAGE_TYPE), ilGetData());
else if( gltype == GL_TEXTURE_1D )
gluBuild1DMipmaps(GL_TEXTURE_1D, ilGetInteger(IL_IMAGE_BYTES_PER_PIXEL), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_FORMAT), ilGetInteger(IL_IMAGE_TYPE), ilGetData());
// We're done with our image, so we go ahead and delete it.
ilDeleteImages(1, &ImgId);
}