I understand all primitive types and how they treat every point but I don't think I understand how to texture anything.
Am I supposed to 'just' pass sf::RenderStates object with pointer to my texture in draw call like that?
sf::RenderWindow app(sf::VideoMode(500,500),"test");
sf::VertexArray ver(sf::Quads,4);
sf::Texture test;
test.loadFromFile("Old_Resources/est.tga");
ver[0]=sf::Vertex(sf::Vector2f(0.f,0.f),sf::Vector2f(0.f,0.f));
ver[1]=sf::Vertex(sf::Vector2f(128.f,0.f),sf::Vector2f(128.f,0.f));
ver[2]=sf::Vertex(sf::Vector2f(128.f,128.f),sf::Vector2f(128.f,128.f));
ver[3]=sf::Vertex(sf::Vector2f(0.f,128.f),sf::Vector2f(0.f,128.f));
sf::RenderStates states;
states.texture = &test;
while(1)
{
app.clear();
app.draw(ver,states);
app.display();
}