#ifndef VG_TEX_H
#define VG_TEX_H
+#include "vg/vg.h"
+#include "vg/vg_log.h"
+
#define VG_TEXTURE_NO_MIP 0x1
#define VG_TEXTURE_REPEAT 0x2
#define VG_TEXTURE_CLAMP 0x4
#define VG_TEXTURE_NEAREST 0x8
+#define VG_TEXTURE_ALLOCATED_INTERNAL 0x10
struct vg_tex2d
{
static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
{
+ if( !(tex->flags & VG_TEXTURE_ALLOCATED_INTERNAL) )
+ {
+ vg_error( "Tried to use '%s' while unloaded!\n", tex->path );
+ return;
+ }
+
glActiveTexture( GL_TEXTURE0 + id );
glBindTexture( GL_TEXTURE_2D, tex->name );
}
static void vg_tex2d_init( vg_tex2d *textures[], int num )
{
- for( int i = 0; i < num; i ++ )
+ for( int i=0; i<num; i ++ )
{
vg_tex2d *tex = textures[i];
tex->name = vg_tex2d_rgba( tex->path );
vg_tex2d_clamp();
else
vg_tex2d_repeat();
+
+ tex->flags |= VG_TEXTURE_ALLOCATED_INTERNAL;
}
}