glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_NEAREST);
+
if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_X, filePosX, GL_TRUE, GL_TRUE))
return 0;
if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, fileNegX, GL_TRUE, GL_TRUE))
return 0;
- if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, filePosY, 1+GL_FALSE, GL_TRUE))
+ if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, filePosY, GL_TRUE, GL_TRUE))
return 0;
- if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, fileNegY, 1+GL_FALSE, GL_TRUE))
+ if (!load(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, fileNegY, GL_TRUE, GL_TRUE))
return 0;
if (!load(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, filePosZ, GL_TRUE, GL_TRUE))
return 0;
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
glEnable(GL_TEXTURE_CUBE_MAP);
- //glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDrawArrays(GL_QUADS, 0, 24);
- //glEnable(GL_LIGHTING);
-
glDisable(GL_TEXTURE_CUBE_MAP);
glDisableClientState(GL_VERTEX_ARRAY);