ben en faite l'erreur vien de GL_UNSIGNED_BYTE quand je met 0 ca marche mais c pas normal et pour le code voila :
GLuint TexID[MAX_TEXTURE];
GLuint ImgId[MAX_TEXTURE];
GLvoid CTexture::LoadTexture(GLuint ID,char * FILENAME)
{
ilGenImages(1, &ImgId[ID]);
// Utiliser le nom creé
ilBindImage(ImgId[ID]);
// Charger l'image definie par FILENAME dans l'image ImgId.
ilLoadImage(FILENAME);
TexID[ID] = ilutGLBindTexImage();
glBindTexture(GL_TEXTURE_2D, TexID[ID]);
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the original
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// the texture wraps over at the edges (repeat)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), GL_RGB, GL_UNSIGNED_BYTE,ilGetData());
}
Life is Short
