struct SavedTexture
{
Texture* texture;
- int width;
- int height;
+ GLint width;
+ GLint height;
char* pixels;
- int border;
+ GLint border;
- int min_filter;
- int mag_filter;
- int wrap_s;
- int wrap_t;
+ GLint min_filter;
+ GLint mag_filter;
+ GLint wrap_s;
+ GLint wrap_t;
};
std::vector<SavedTexture> saved_textures;