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Simple question:

What is the fastest way to retrieve a texture ID, given an enum value? Say I have 100 textures, what would be the fastest way to get one texture ID?

Make a texture manager with a HashMap<TextureEnum, int> so I can call TextureManager.get(TextureEnum.button_hover)? (example, I know hashmaps are slow).

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closed as off-topic by Byte56 Jul 16 '13 at 14:32

  • This question does not appear to be about game development within the scope defined in the help center.
If this question can be reworded to fit the rules in the help center, please edit the question.

There is rarely a universally best way to do something. Questions like this just invite opinions. Since your requirements are poorly defined, there are lots of strategies that would work. – Byte56 Jul 16 '13 at 14:15
Agreed. Changed the question. – Basaa Jul 16 '13 at 14:22
up vote 1 down vote accepted

First of all, why do you think hash maps are slow? For run time data they are quite fast!

An easy and good to start with approach is using a std::unordered_map which maps GLuint texture ids to std::string names.

#include <string>
#include <unordered_map>
using namespace std;

unordered_map<string, GLuint> textures;

Then you could expand this to an easy manager by providing functions to create, get and delete textures. I wrote down this three functions without testing, but I think it is helpful anyway.

Function to create a new texture, load image data to it and add it to the system.

void TextureCreate(string Name, string ImagePath, bool Mipmapping = false;)
    // load image file from disk
    // ...

    GLuint id;
    // create OpenGL texture
    // ...

    textures.insert(make_pair(Name, id));

Function to get a created texture.

GLuint TextureGet(string Name)
    auto i = textures.find(Name);
    if(i == textures.end())
        cout << "Texture with this name doesn't exist." << endl;
        return 0;

    return i.second;

Function to delete a texture from the system.

void TextureDelete(string Name)
    auto i = textures.find(Name);
    if(i == textures.end())
        cout << "Texture with this name doesn't exist." << endl;

    GLuint id = i.second;
    // delete OpenGL texture
    // ...


Use case example.

// initialization
TextureCreate("button", "images/button/default.png");
TextureCreate("button hover", "images/button/hover.png");
Button.texture = TextureGet("button");

// on hover event
Button.texture = TextureGet("button hover");

// on blur event
Button.texture = TextureGet("button");
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Thank you for your answer. Actually I'm using Java, but I get the point. – Basaa Jul 16 '13 at 13:31

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