Redid layer system, added layer/null windows, more quality of life, polish
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@@ -12,14 +12,13 @@ struct Texture
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{
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GLuint id = GL_ID_NONE;
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ivec2 size{};
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s32 channels = TEXTURE_CHANNELS;
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bool isInvalid = true;
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};
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bool texture_from_encoded_data_init(Texture* self, ivec2 size, s32 channels, const u8* data, u32 length);
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bool texture_from_encoded_data_init(Texture* self, ivec2 size, const u8* data, u32 length);
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bool texture_from_gl_write(Texture* self, const std::string& path);
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bool texture_from_path_init(Texture* self, const std::string& path);
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bool texture_from_rgba_init(Texture* self, ivec2 size, s32 channels, const u8* data);
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bool texture_from_rgba_init(Texture* self, ivec2 size, const u8* data);
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bool texture_from_rgba_write(const std::string& path, const u8* data, ivec2 size);
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bool texture_pixel_set(Texture* self, ivec2 position, vec4 color);
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void texture_free(Texture* self);
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