Move cube face target mapping to renderer gl
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@@ -9,12 +9,12 @@
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std::map<uint16_t, Texture2D> TextureManager::m_textures;
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std::array<int, 6> TextureCube::m_faces_map {
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // front
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // right
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // back
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // left
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // top
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // bottom
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(0U)),
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(1U)),
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(2U)),
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(3U)),
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(4U)),
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static_cast<int>(pp::renderer::gl::cube_face_texture_target(5U)),
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};
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TextureCube::TextureCube(TextureCube&& other) noexcept
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