20 glGenTextures(1, &
ID);
25 int width, height, nrComponents;
26 unsigned char* data = stbi_load(
path, &width, &height, &nrComponents, 0);
30 GLenum format = (nrComponents == 4) ? GL_RGBA : GL_RGB;
33 glBindTexture(GL_TEXTURE_2D,
ID);
35 glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE,
38 glGenerateMipmap(GL_TEXTURE_2D);
44 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
45 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
49 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
50 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
53 stbi_image_free(data);