public Texture(TextureData data) { Id = GL.GenTexture(); Width = data.Width; Height = data.Height; Bind(TextureUnit.Texture0); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Width, Height, 0, GLPixelFormat.Bgra, PixelType.UnsignedByte, data.DataPtr); GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); data.Dispose(); }
public void SetTexture(int index, TextureData data) { GL.TexSubImage3D(TextureTarget.Texture2DArray, 0, 0, 0, index, data.Width, data.Height, 1, PixelFormat.Bgra, PixelType.UnsignedByte, data.DataPtr); data.Dispose(); }