Refactor texture handling #10

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shaunrd0 merged 12 commits from texture into master 2022-11-24 22:26:54 +00:00
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Texture was being used as a factory and not an object component. This fixes that.

Renamed current implementation of Texture to OpenGLTextureFactory and implemented a Texture class that is a bit better encapsulated.

MeshRenderer now loads textures using base class method Object::setTexture(...) which delegates the call to a Texture private member. Texture::setTexture() will call OpenGLTextureFactory to initialize the texture.

I got a little side-tracked and added clang-format and clang-tidy here as well.

Shaders and buffer objects still need factored out but I'll leave that for another day, this is getting kinda large.

`Texture` was being used as a factory and not an object component. This fixes that. Renamed current implementation of `Texture` to `OpenGLTextureFactory` and implemented a `Texture` class that is a bit better encapsulated. `MeshRenderer` now loads textures using base class method `Object::setTexture(...)` which delegates the call to a `Texture` private member. `Texture::setTexture()` will call `OpenGLTextureFactory` to initialize the texture. I got a little side-tracked and added `clang-format` and `clang-tidy` here as well. Shaders and buffer objects still need factored out but I'll leave that for another day, this is getting kinda large.
shaunrd0 added 12 commits 2022-11-24 22:23:33 +00:00
shaunrd0 merged commit 443c09da7c into master 2022-11-24 22:26:54 +00:00
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Reference: shaunrd0/qtk#10
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