size_t width_;
size_t height_;
size_t depth_;
-
+ const unsigned char* dataptr_;
std::vector<unsigned char> data_;
size_t used_ = 0;
public:
impl(const size_t width, const size_t height, const size_t depth) : width_(width), height_(height), depth_(depth), data_(width*height*depth, 0)
{
+ dataptr_ = data_.data();
// We want a one pixel border around the whole atlas to avoid any artefact when sampling texture
node n = {1, 1, static_cast<int>(width_) - 2};
nodes_.push_back(n);