Hi, I'm writing a game that procedurally generates 2D planets. Right now, the entire planet is rendered onto a massive texture, which is fine when there is only one planet. I know, though, that I will be having problems when I have 100 planets. To get around this, instead of generating the planet's texture, I want to store polygons to render in OpenGL, but to do this, I need to be able to set texture coordinates from a source texture. I saw that texturing an sf::Shape is possible in the documentation, but couldn't find a way to set texture coordinates. Is there a way? Or am I going to have to dive into the OpenGL documentation and render my planets without SFML's help?
Thanks for your time!