//
// Created by jamie on 8/23/21.
//
#include "GLTextures.h"
#ifdef HAVE_GL
namespace gl
{
AGLTexture::~AGLTexture()
{
if (textureId != 0)
{
glDeleteTextures(1, &textureId);
}
}
AGLTexture& AGLTexture::operator=(AGLTexture&& glTex) noexcept
{
textureId = glTex.textureId;
textureNumber = glTex.textureNumber;
glTex.textureId = 0;
glTex.textureNumber = -1;
return *this;
}
AGLTexture::AGLTexture(AGLTexture&& glTex) noexcept:
textureId(glTex.textureId), textureNumber(glTex.textureNumber)
{
}
AGLTexture::AGLTexture(int textureNumber) : textureNumber(textureNumber) {}
void AGLTexture::setActive() const
{
glActiveTexture(GL_TEXTURE0+textureNumber);
}
} // namespace gl
#endif