Refactor texture handling #10
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Texture
was being used as a factory and not an object component. This fixes that.Renamed current implementation of
Texture
toOpenGLTextureFactory
and implemented aTexture
class that is a bit better encapsulated.MeshRenderer
now loads textures using base class methodObject::setTexture(...)
which delegates the call to aTexture
private member.Texture::setTexture()
will callOpenGLTextureFactory
to initialize the texture.I got a little side-tracked and added
clang-format
andclang-tidy
here as well.Shaders and buffer objects still need factored out but I'll leave that for another day, this is getting kinda large.