func loadTextures() (err error) { gl.GenTextures(textures) // Texture 1 textures[0].Bind(gl.TEXTURE_2D) if !glfw.LoadTexture2D(texturefile, 0) { return errors.New("Failed to load texture: " + texturefile) } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) // Texture 2 textures[1].Bind(gl.TEXTURE_2D) if !glfw.LoadTexture2D(texturefile, 0) { return errors.New("Failed to load texture: " + texturefile) } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) // Texture 3 textures[2].Bind(gl.TEXTURE_2D) if !glfw.LoadTexture2D(texturefile, glfw.BuildMipmapsBit) { return errors.New("Failed to load texture: " + texturefile) } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR_MIPMAP_NEAREST) return }
func loadTextures() (err error) { textures = make([]gl.Texture, len(texturefiles)) gl.GenTextures(textures) for i := range texturefiles { textures[i].Bind(gl.TEXTURE_2D) if glfw.LoadTexture2D(texturefiles[i], 0) { return errors.New("Failed to load texture: " + texturefiles[i]) } gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) } return }