Timeline for Texture loading in LWJGL 3
Current License: CC BY-SA 3.0
6 events
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Jun 10, 2020 at 13:24 | history | edited | CommunityBot |
Commonmark migration
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Mar 10, 2017 at 14:28 | vote | accept | T145 | ||
Mar 10, 2017 at 3:29 | comment | added | user1118321 |
As for keeping track of the texture target, it would just be a private member variable like the id is. In terms of other critiques of the code - the buffer handling in imageToByteBuffer seems unrelated to keeping track of an OpenGL texture. I'd move that to a separate class.
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Mar 10, 2017 at 3:20 | comment | added | user1118321 |
I was mainly thinking about your use of immediate mode in the example. But for your texture class, you could use glGenerateMipmap which is the more modern way of generating mipmaps.
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Mar 10, 2017 at 1:34 | comment | added | T145 | What would the use of modern GL look like in my context? How would you keep track of the texture target? Naming caveats aside, is there something more critical to the code? | |
Mar 9, 2017 at 3:12 | history | answered | user1118321 | CC BY-SA 3.0 |