Since there is no way of retrieving the configured number of mip maps from OpenGL, customizing them after texture creation would require guessing the number / or copy-pasting the three-d code that computes it.
This PR introduces a getter on all Texture structs which simply returns the number to avoid the guess work or copy-pasting of three-d code into the game / application.
In my case I need the number so I can easily switch out the higher mip map levels with custom textures.
Since there is no way of retrieving the configured number of mip maps from OpenGL, customizing them after texture creation would require guessing the number / or copy-pasting the three-d code that computes it.
This PR introduces a getter on all
Texture
structs which simply returns the number to avoid the guess work or copy-pasting of three-d code into the game / application.In my case I need the number so I can easily switch out the higher mip map levels with custom textures.