Closed ucacaxm closed 10 years ago
Hi,
yeah, the Expose function was internally IMO little overdone, it created a new copy of the object with additional methods just to return the name. So right now the FriendOf template is used instead which is admittedly more verbose. I'm thinking about adding an ExposeGLName function that would be a little more convenient:
GLuint ExposeGLName(const Object& object)
{
return FriendOf<Object>::GetName(object);
}
hi again,
In the last update, the exposed.hpp does not exist any more ? The standard way to get the GL ID is now like that FriendOf::GetName( m_texture );
Instead of before Expose( m_texture ]).Name() ?
Thanks, alex