As the current build, there is no way to load images intuitively so I added in support using some classes.
There is static functions in GLTexture2D.Load() to simply load either an image file like .png, jpg, etc and also ones to load a raw image given the width, height and raw rgba8 data.
This also includes a GLImageCache class, which can be used for loading in stored images from a lookup and can be easily disposed of.
Once a GLTexture2D is created, simply access the ID property and use that to use with Imgui.Image() or use it to bind for gl rendering.
As the current build, there is no way to load images intuitively so I added in support using some classes.
There is static functions in GLTexture2D.Load() to simply load either an image file like .png, jpg, etc and also ones to load a raw image given the width, height and raw rgba8 data.
This also includes a GLImageCache class, which can be used for loading in stored images from a lookup and can be easily disposed of.
Once a GLTexture2D is created, simply access the ID property and use that to use with Imgui.Image() or use it to bind for gl rendering.