Big troubles with loading textures to OpenGL
- Dominant language
- C++
- Stars
- 5
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
This problem will be solved with the introduction of dynamic runtime shader loading in the program, but just as a note I will post the problem here.
Loading textures into GLSL requires 2 things
1. something like this: `ShaderUtilities::setInt(model_shader, "depth_map", 4);`
2. then something like this: `glBindTexture(GL_TEXTURE_CUBE_MAP, depth_cube_map);`
Notice how we must store the information somehow.
Contributor guide
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Research direction
The issue names ShaderUtilities::setInt and glBindTexture but no files or tests. Start by locating those entry points and tracing how shader and texture information is currently stored. Clarify the dynamic runtime shader-loading design and define a reproducible check for loading textures without losing that information.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100