#ifndef __GLTEXTURE_H #define __GLTEXTURE_H class FHardwareTexture //: public IHardwareTexture { public: private: int mSampler = 0; unsigned int glTexID = 0; int glTextureBytes = 4; bool mipmapped = true; int mWidth = 0, mHeight = 0; public: ~FHardwareTexture(); //bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags); unsigned int CreateTexture(int w, int h, bool eightbit, bool mipmapped); unsigned int LoadTexture(unsigned char * buffer); unsigned int GetTextureHandle(); int GetSampler() { return mSampler; } void SetSampler(int sampler) { mSampler = sampler; } }; #endif