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

@@ -22,6 +22,8 @@ namespace fmri
void draw(float time) override;
void glLoad() override;
static vector<float> getVertices(const std::vector<float> &nodePositions, float scaling = 1);
static std::vector<float> getTexCoords(int n);