Large refactor of texture loading.

In this new implementation, everything is loaded on a separate thread,
but the textures are initialized on the main OpenGL thread.

This is all to work around the fact that you cannot create a separate
GL context in GLUT.
This commit is contained in:
2018-04-12 16:52:09 +02:00
parent 30aa25a09e
commit 265bc61b98
14 changed files with 158 additions and 53 deletions

View File

@@ -13,10 +13,15 @@ namespace fmri
void draw(float time) override;
void glLoad() override;
private:
Texture texture;
float targetWidth;
float targetHeight;
int width;
int height;
Texture texture;
std::vector<float> textureBuffer;
};
}