In OpenGL, a cube map texture consists of six separate images. To fully initialize a cube map texture, we need to bind to the cube map texture and then load each image individually into the six "slots" within that texture. In the preceding code (within the Texture::loadCubeMap function), we start by binding to texture unit zero with glActiveTexture. Then, we create a new texture object by calling glGenTextures, store its handle within the variable texID, and then bind that texture object to the GL_TEXTURE_CUBE_MAP target using glBindTexture. We load the first image to determine the dimensions of the image, and then load the others in a loop. The following loop loads each texture file and copies the texture data into OpenGL ...
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