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SDL_GL_BindTexture (SDL.Video.SDL_GL_BindTexture) takes floats
In the SDL_GL_BindTexture) section, this function returns two floating point values, why are they floats instead of ints? In the source these can be 0.0, 1.0 or the texture dimensions. In the examples they are multiplied by texture coords.
- [ ] Should the binding reflect this?
- [ ] Move the function to
SDL.Video.Textures.GL
package to reflect what it operates on or keep where it is?