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some optimizations
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@@ -46,26 +46,30 @@ public:
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/// Activate texture anti-aliasing giving a better look when they are resized
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void setSmooth(bool smooth);
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void setUpsideDown(bool upsideDown);
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GLuint getId() { return m_textureId; }
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int getWidth() { return m_size.width(); }
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int getHeight() { return m_size.height(); }
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const Size& getSize() { return m_size; }
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const Matrix2& getTransformMatrix() { return m_transformMatrix; }
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const Matrix3& getTransformMatrix() { return m_transformMatrix; }
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bool isEmpty() { return m_textureId == 0; }
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bool hasMipmaps() { return m_hasMipmaps; }
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protected:
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void setupFilters();
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void setupTranformMatrix();
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GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
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GLuint m_textureId;
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Size m_size;
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Matrix2 m_transformMatrix;
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Size m_glSize;
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Matrix3 m_transformMatrix;
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Boolean<false> m_hasMipmaps;
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Boolean<false> m_smooth;
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Boolean<false> m_upsideDown;
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};
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#endif
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