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Cubed/include
zhenyan121 4e12c69f1b refactor(texture): encapsulate textures with unique_ptr and bind methods
Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly.
2026-07-09 20:10:08 +08:00
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2026-07-08 19:41:10 +08:00