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