void Sprite::loadImage(const std::string& id) { // Error handling done in texture manager m_pTexture = SharedTextureManager::Instance().get(id); initTextureData(); }
void SmokeSource::setup() { initVertexData(vertex_data); initTextureData(texture_data); createArrayBuffer(vertex_data, position_data); initializeBoundingSphere(); }
void Sprite::setTexture(SDL_Texture* tex) { m_pTexture = tex; initTextureData(); }