In this chapter we learned how to load an image from the Internet as well as from local storage, assign it to an OpenGL texture, and draw it on the screen.
We gained a basic understanding on how asset management works in Cinder and that we don't have to worry about the location of the assets
directory as long as it is less than five levels up from our application.
We also understood that we can use the loadUrl()
and loadAsset()
functions in the same way on Mac OS X and Windows.
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