<commit_before>/*!
\file       ComponentTexture.h
\brief      Implementation of a ComponentTexture.
\author     SCV Team
*/

#ifndef __SCV_COMPONENT_TEXTURE_H__
#define __SCV_COMPONENT_TEXTURE_H__

#ifndef DOXYGEN_SKIP_THIS
#include "Point.h"
#include "ColorRGBA.h"
#include "MatrixTemplate.h"
#endif // DOXYGEN_SKIP_THIS

namespace scv {

/*! The class texture of a component
   This class implements all texture operations to store the texture of the component.
   \ingroup internal
 */

class ComponentTexture {
public:
   ComponentTexture(GLsizei width, GLsizei height);
   virtual ~ComponentTexture(void);

   inline void setTextureEnvMode(GLfloat param) {
      _textureEnvMode = param;
   }

   inline void enable(void) {
      glBindTexture(GL_TEXTURE_2D, _textureId);
      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, _textureEnvMode);
      glBegin(GL_QUADS);
   }

   inline void disable(void) {
      glEnd();
   }

   inline GLsizei getWidth(void) const {
      return _textureSize[0];
   }
   inline GLsizei getHeight(void) const {
      return _textureSize[1];
   }
   inline GLuint getTextureId(void) const {
      return _textureId;
   }

   void display(void);
<commit_msg>alteracao em enable disable<commit_after>/*!
\file       ComponentTexture.h
\brief      Implementation of a ComponentTexture.
\author     SCV Team
*/

#ifndef __SCV_COMPONENT_TEXTURE_H__
#define __SCV_COMPONENT_TEXTURE_H__

#ifndef DOXYGEN_SKIP_THIS
#include "Point.h"
#include "ColorRGBA.h"
#include "MatrixTemplate.h"
#endif // DOXYGEN_SKIP_THIS

namespace scv {

/*! The class texture of a component
   This class implements all texture operations to store the texture of the component.
   \ingroup internal
 */

class ComponentTexture {
public:
   ComponentTexture(GLsizei width, GLsizei height);
   virtual ~ComponentTexture(void);

   inline void setTextureEnvMode(GLfloat param) {
      _textureEnvMode = param;
   }

   //initializes the current ComponentTexture texture
   inline void enable(void) {
      glBindTexture(GL_TEXTURE_2D, _textureId);
      glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, _textureEnvMode);
      //glBegin(GL_QUADS);
   }

   inline void disable(void) {
	  //disables de current texture
	  glBindTexture(GL_TEXTURE_2D, 0);
      //glEnd();
   }

   inline GLsizei getWidth(void) const {
      return _textureSize[0];
   }
   inline GLsizei getHeight(void) const {
      return _textureSize[1];
   }
   inline GLuint getTextureId(void) const {
      return _textureId;
   }

   void display(void);

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