]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Texture.cc
port to NetBSD
[chaz/yoink] / src / Moof / Texture.cc
index fc50cfadeffcc62535faae1cf80cee6e24ec2576..341b5598f13f9b8c7d42f93643f26ca3f4727568 100644 (file)
@@ -34,8 +34,9 @@
 #include <SDL/SDL_image.h>
 
 #include "Dispatcher.hh"
+#include "Exception.hh"
+#include "Library.hh"
 #include "Log.hh"
-#include "Mippleton.hh"
 #include "OpenGL.hh"
 #include "Texture.hh"
 
@@ -52,7 +53,7 @@ namespace Mf {
  * objects and avoid having duplicate textures loaded to GL.
  */
 
-class Texture::Impl : public Mippleton<Impl>
+class Texture::Impl : public Library<Impl>
 {
 
        /**
@@ -131,7 +132,7 @@ public:
         */
 
        explicit Impl(const std::string& name) :
-               Mippleton<Impl>(name),
+               Library<Impl>(name),
                mContext(0),
                mWidth(0),
                mHeight(0),
@@ -245,7 +246,7 @@ public:
                if (!surface)
                {
                        logWarning("texture not found: %s", getName().c_str());
-                       throw Exception(Exception::FILE_NOT_FOUND);
+                       throw Exception(ErrorCode::FILE_NOT_FOUND, getName().c_str());
                }
 
                SDL_Surface* temp = prepareImageForGL(surface);
@@ -253,7 +254,7 @@ public:
 
                if (!temp)
                {
-                       throw Exception(Exception::OPENGL_ERROR);
+                       throw Exception(ErrorCode::UNKNOWN_IMAGE_FORMAT);
                }
 
                if (temp->format->BytesPerPixel == 3)
@@ -267,7 +268,7 @@ public:
                else
                {
                        SDL_FreeSurface(temp);
-                       throw Exception(Exception::BAD_IMAGE_FORMAT);
+                       throw Exception(ErrorCode::UNKNOWN_IMAGE_FORMAT);
                }
 
                mWidth = temp->w;
@@ -296,10 +297,12 @@ public:
                glBindTexture(GL_TEXTURE_2D, mObject);
 
                glTexImage2D
+               //gluBuild2DMipmaps
                (
                        GL_TEXTURE_2D,
                        0,
                        mMode,
+                       //3,
                        mContext->w,
                        mContext->h,
                        0,
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