GLTexture* GLTextureManager::CreateOrGetTexture(const std::string& texturePath, bool useMipMap)
	{
		GLTexture& texture = m_textures[ByteHash(texturePath.c_str(), texturePath.size())];

		if(!texture.IsInFactory())
		{
			texture.LoadFromFile(texturePath.c_str(), useMipMap);
			texture.m_inFactory = true;
		}

		return &texture;
	}
Beispiel #2
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 unsigned int Hash() const { return ByteHash((char *)(&key),sizeof(lemur::api::TERMID_T),0); }