Couldn't I just have a dynamic array (not vector), which I can grow as much as I want? Like
then, when clearing:Code:if (texture_count >= array_size) { array_size += 32; GLuint *temp = new GLuint[array_size]; memcpy(temp, textures, texture_count); delete[] textures; textures = temp; glGenTextures(32, textures + array_size - 32); }
So, can I delete two different but consecutive blocks of texture IDs at the same time?Code:glDeleteTextures(array_size, textures);