#include void GSGLTextureLoad(GSGL gl, GLuint* texture, unsigned char* rgba, int width, int height) { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); } void GSGLTextureEnable(GSGL gl, GLuint texture) { glBindTexture(GL_TEXTURE_2D, texture); glEnable(GL_TEXTURE_2D); } void GSGLTextureDisable(GSGL gl, GLuint texture) { glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); } void GSGLTextureSet(GSGL gl, GLuint texture) { glBindTexture(GL_TEXTURE_2D, texture); if(texture == 0) { glDisable(GL_TEXTURE_2D); } else { glEnable(GL_TEXTURE_2D); } } void GSGLTextureDelete(GSGL gl, GLuint texture) { glDeleteTextures(1, &texture); }