Time for action – drawing a textured cube

Subclass AbstractGLScene and implement the constructor to match the one from AbstractGLScene. Add a method to store a QImage object in the scene that will contain texture data for the cube. Add a QOpenGLTexture pointer member as well, which will contain the texture, initialize it to 0 in the constructor, and delete it in the destructor. Let's call the image object m_tex and the texture m_texture. Now add a protected initializeTexture() method and fill it with the following code:

void initializeTexture() {
  m_texture = new QOpenGLTexture(m_tex.mirrored());
  m_texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
  m_texture->setMagnificationFilter(QOpenGLTexture::Linear);
}

The function first mirrors ...

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