#ifndef __GL_SAMPLERS_H #define __GL_SAMPLERS_H #include "gl_hwtexture.h" class FSamplerManager { // We need 6 different samplers: 4 for the different clamping modes, // one for 2D-textures and one for voxel textures unsigned int mSamplers[7]; unsigned int mLastBound[FHardwareTexture::MAX_TEXTURES]; void UnbindAll(); public: FSamplerManager(); ~FSamplerManager(); void Bind(int texunit, int num); void SetTextureFilterMode(); }; #endif