The problem was caused by vector re-allocation. This is a similar
problem to what happened with the mesh factory. It was solved by
converting the texture factory to use lists instead of vectors.
The reason for using lists is to prevent the need for explicit
deallocation of resources and instead allow the use of a list to
automatically allocate/deallocate the textures/samplers/meshes.
There is an OpenGL error (1282) invalid operation that is getting
caught when switching to the imagescene. This needs to get fixed
and then hopefully the whole thing will work.
Added image scene to render an image in a scene. There is also now
a testing image that is an uber meme. Currently the problem is
that the spritebatch cannot use the offsetof macro because it is a
templated class. Possible solutions to this are changing it to be
specifyable or implemented per vertex type as the other batches
have been.
MyBuiltinTexturedScene (number 7) displays a cube that loads its
faces from a hard-coded texture. Mipmaping is supported. Just use
the XXX_MIPMAP_XXX Min/Mag filters to use it. TODO next is
combining lighting and textures and then up after that is shadows.
I may just do lighting and shadows before lighting, shadows, and
textures.