void TextureSprite::loadSpriteSheet(const char *filename) { TextureCache * textureCache = TextureCache::getInstance(); sheet.textureID = textureCache->loadTexture((char*)filename);//ilutGLLoadImage((char*)filename); sheet.width = textureCache->getWidth(sheet.textureID);//ilGetInteger(IL_IMAGE_WIDTH); sheet.height = textureCache->getHeight(sheet.textureID);//ilGetInteger(IL_IMAGE_HEIGHT); }