void allocate();
void sub_image(unsigned, unsigned, int, int, unsigned, unsigned, const void *);
+
+public:
+ virtual AsyncLoader *load(IO::Seekable &, const Resources * = 0) { return 0; }
+ virtual std::size_t get_data_size() const;
+ virtual void unload() { }
};
using TextureCubeBackend = OpenGLTextureCube;