Hey folks, I stumbled upon this thread and it is quite similar to the problem I am having right now.
I made a component that inherits OpenGLRenderer. Inside the renderOpenGL() method I want to pass content that was created in another class to an OpenGLTexture and by that to the OpenGLShaderProgram.
In the renderOpenGL() it looks somewhat like this:
anotherClass->createContent(); openGLTexture.loadImage(*anotherClass->getImagePointer()); openGLTexture.bind(); texUniform->set(0);
It works, but uses up all of my machines capacity and I'm quite sure this is because of the call to .loadImage(). Is there a better way to do this? Note that I already made the Image in "anotherClass" of the type OpenGLImageType.
Help is appreciated!