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use GLSL shaders
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@@ -37,22 +37,22 @@ public:
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virtual void enableBilinearFilter();
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/// Get OpenGL texture id
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uint getId() const { return m_textureId; }
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GLuint getId() { return m_textureId; }
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/// Copy pixels from OpenGL texture
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std::vector<uint8> getPixels();
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int getWidth() const { return m_size.width(); }
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int getHeight() const { return m_size.height(); }
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const Size& getSize() const { return m_size; }
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const Size& getGlSize() const { return m_glSize; }
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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 Size& getGlSize() { return m_glSize; }
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bool isEmpty() const { return m_textureId == 0; }
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protected:
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uint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
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GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
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uint m_textureId;
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GLuint m_textureId;
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Size m_size;
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Size m_glSize;
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};
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