~Texture();
void bind() const;
+ void bind_to(unsigned) const;
void parameter(GLenum, int);
void parameter(GLenum, float);
void set_min_filter(TextureFilter f) { parameter(GL_TEXTURE_MIN_FILTER, f); }
uint get_id() const { return id; }
static void unbind();
+ static void unbind_from(unsigned);
protected:
uint id;
GLenum target;