Final answer:
Loading different textures onto the sides of a moving tetrahedron in OpenGL involves setting up a VBO, loading textures, creating shaders, and applying transformations for animation.
Step-by-step explanation:
To load 4 different textures onto the 4 sides of a randomly moving tetrahedron using modern OpenGL in C++ with GLM and GLEW, you would need to perform several steps. These include initializing OpenGL, creating and binding a Vertex Buffer Object (VBO), loading textures, creating a shader program, and setting up the transformations and animation within your render loop.
You would start by initializing GLM and GLEW. Next, you would define the vertices of your tetrahedron and the texture coordinates, and then create and bind your VBO to upload this data to the GPU. After that, you would load your textures using an image-loading library of your choice (e.g., stb_image.h). Then, create and compile your shaders and set up the shader program to use these textures.
For animation, you might use a transformation matrix from GLM to rotate the tetrahedron randomly. Apply this matrix within your drawing routine, and make sure to bind the appropriate texture for each side before drawing it. Keep in mind that OpenGL's depth testing should be enabled to handle the object's drawing order properly.