Texture headers now focus primarily on block texture arrays

This commit is contained in:
CobaltXII
2018-12-28 16:46:00 -05:00
parent da770c08fb
commit 91d6091033

View File

@@ -4,13 +4,13 @@
#include <map>
// Generates a std::map that maps block texture names to layer indices in a 2D
// texture array.
// texture array. Returns the OpenGL identifier of that 2D texture array.
std::map<std::string, float> mcu_load_texture_array_map(int x_res, int y_res, int channels, std::vector<std::string> paths)
std::map<std::string, float> block_texture_name_to_layer;
GLuint mcu_load_block_texture_array(int x_res, int y_res, int channels)
{
std::map<std::string, float> out;
GLsizei layers = paths.size();
GLsizei layers = all_tex.size();
// Allocate space for the texels.
@@ -29,7 +29,7 @@ std::map<std::string, float> mcu_load_texture_array_map(int x_res, int y_res, in
{
// Load the sub-texture.
std::string path = "../tex/" + paths[i] + ".png";
std::string path = "../tex/" + all_tex[i] + ".png";
int sub_x_res;
int sub_y_res;
@@ -69,7 +69,7 @@ std::map<std::string, float> mcu_load_texture_array_map(int x_res, int y_res, in
// Add to map.
out.emplace(paths[i], float(i));
block_texture_name_to_layer.emplace(all_tex[i], float(i));
}
// Generate the texture array.
@@ -106,5 +106,5 @@ std::map<std::string, float> mcu_load_texture_array_map(int x_res, int y_res, in
// Return the output std::map.
return out;
return texture_array;
}