+ //
+ // The data can either be a regular pointer (if pbo==0), or a byte offset
+ // into a PBO. The latter will allow you to start uploading the texture data
+ // asynchronously to the GPU, if you have any CPU-intensive work between the
+ // call to set_pixel_data() and the actual rendering. In either case,
+ // the pointer (and PBO, if set) has to be valid at the time of the render call.
+ void set_pixel_data(const unsigned char *pixel_data, GLuint pbo = 0)
+ {
+ assert(this->type == GL_UNSIGNED_BYTE);
+ this->pixel_data = pixel_data;
+ this->pbo = pbo;
+ invalidate_pixel_data();
+ }
+
+ void set_pixel_data(const unsigned short *pixel_data, GLuint pbo = 0)