void Texture::Activate() const { glEnable(GL_TEXTURE_2D); glActiveTexture(GetTextureSlot()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, magFilter); glBindTexture(GL_TEXTURE_2D, GetGLTextureID()); };
AUint AnimaRenderer::GetTextureSlot(const char* slotName) { AnimaString str(slotName, _allocator); return GetTextureSlot(str); }