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Aquaria/BBGE/RenderBase.cpp

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#include "RenderBase.h"
#include "Base.h"
void drawCircle(float radius, int stepSize)
{
glBegin(GL_POLYGON);
for(int i=0;i < 360; i+=stepSize)
{
const float degInRad = i*(PI/180.0f);
glVertex3f(cosf(degInRad)*radius, sinf(degInRad)*radius,0.0);
}
glEnd();
}
void sizePowerOf2Texture(int &v)
{
int p = 8, use=0;
do
{
use = 1 << p;
p++;
}
while(v > use);
v = use;
}
unsigned generateEmptyTexture(int quality) // Create An Empty Texture
{
GLuint txtnumber=0; // Texture ID
unsigned char *data; // Stored Data
// Create Storage Space For Texture Data (128x128x4)
int size = (quality * quality) * 4;
data = new unsigned char[size];
memset(data, 0, size); // Clear Storage Memory
glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, quality, quality, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
delete [] data; // Release data
return txtnumber; // Return The Texture ID
}