Asking an OpenGL expert to work full time for like a month for 50$ ?
Really? I've gotten everything working with a couple hundred lines of code and I'm an amateur. Of course I'm not using PBO (which I didn't think would be that complicated if I just understood how to switch) and the mipmapping just doesn't look right and I haven't been able to figure out if it has to do with the NPOT or something else.
sounds like a interesting task. so why not?
how can a texture make use of vertex buffer objects or vertex arrays?
Just like TextureRenderer actually has a draw method to actually render the texture to the screen on a quad in immediate mode I want to have the same functionality, but using VBOs or vertex arrays for the quad.
I bet he confused VBOs with FBOs, and then knew VAs had something to do with VBOs.
Either that, or he knows TextRenderer uses either VBOs or VAs, and he thinks he needs one of those in a Texture class.
Further, we all know that this is a work-related project for you, and $50 for such a beast, which you get paid for, and can exploit commercially, is... laughable. I mean... expecting mipmapping to work out of the box in combination with SubImage AND resizing the texture (which means NPOT)? That is quite a bit of work, even if you're going the do it the bruteforce (slow) way.
Not commercially, but in an open-source project. I do obviously gain by this or I wouldn't be offering money to get it done, but the goal for me is primarily that of learning. I'm not trying to force anyone to do anything. If it's not worth $50 to do it then don't, but I just assumed many of you have probably already written all of this functionality before and would be a simple matter of copying and pasting and cleaning up to provide it.