OK, I'm looking to streamline my GL texturing setup. Before I had given each object a texture, but that didn't allow for more than one texture per object, a pain in the butt. I now modified my triangle struct to hold the texture name, but GL references textures by number. How can I do this effectivly without killing frames?
typedef struct tagTRIANGLE
In the end, I may change the "TexName" variable to a "char *const" for emmory optimizations, and the use of different length texture filenames. Anyways, any ideas here?