// and the commands are run in the right sequence to
// initialize it to our preferred specifications.
// The texture unit initialization requires the texture to be bound.
- void bind(int texture_unit = -1);
+ void bind(int texture_unit, int nearest=0);
// Calculate the power of 2 size for allocating textures
static int calculate_texture_size(int w, int *max = 0);
float in_x1, float in_y1, float in_x2, float in_y2,
float out_x1, float out_y1, float out_x2, float out_y2);
+ void write_tex(const char *fn, int id);
void write_tex(const char *fn);
private:
void clear_objects();