fix: encapsulate OpenGL types in VertexAttribute to eliminate raw GL API usage in tests

- Add VertexAttributeType and VertexAttributeNormalized enums in OpenGLVertexArray.h
- Add ToGLAttributeType() converter in OpenGLVertexArray.cpp
- Remove glActiveTexture() call from quad test (already handled by texture.Bind())
- Remove #include <glad/glad.h> from triangle test
- Update unit tests to use encapsulated enums

All three OpenGL integration tests (minimal, triangle, quad) pass with 0% pixel difference.
This commit is contained in:
2026-03-22 14:33:57 +08:00
parent 1f129ed20f
commit 1797e7fe17
10 changed files with 61 additions and 112 deletions