29 GLuint texture_handle = 0;
51 texture& asset_texture,
bool keep_data);
58 GLuint texture_handle = 0;
data_texture(data_texture const &)=delete
data_texture & operator=(data_texture const &)=delete
texture & operator=(texture const &)=delete
GLuint get_texture_handle() const
friend GLuint get_rebel_flag_handle(sys::state &state, dcon::rebel_faction_id faction)
friend GLuint get_flag_handle(sys::state &state, dcon::national_identity_id nat_id, culture::flag_type type)
texture(texture const &)=delete
friend GLuint load_file_and_return_handle(native_string const &native_name, simple_fs::file_system const &fs, texture &asset_texture, bool keep_data)
friend GLuint get_late_load_texture_handle(sys::state &state, dcon::texture_id &id, std::string_view asset_name)
GLuint get_late_load_texture_handle(sys::state &state, dcon::texture_id &id, std::string_view asset_name)
GLuint get_rebel_flag_handle(sys::state &state, dcon::rebel_faction_id faction)
GLuint load_file_and_return_handle(native_string const &native_name, simple_fs::file_system const &fs, texture &asset_texture, bool keep_data)
GLuint SOIL_direct_load_DDS_from_memory(unsigned char const *const buffer, uint32_t buffer_length, uint32_t &width, uint32_t &height, int soil_flags)
@ SOIL_FLAG_TEXTURE_REPEATS
GLuint get_texture_handle(sys::state &state, dcon::texture_id id, bool keep_data)
native_string flag_type_to_name(sys::state &state, culture::flag_type type)
font_texture_result make_font_texture(simple_fs::file &f)
GLuint get_flag_handle(sys::state &state, dcon::national_identity_id nat_id, culture::flag_type type)
std::string native_string
Holds important data about the game world, state, and other data regarding windowing,...