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continue implementing new graphics engine
* implement OpenGL ES 1.1 and OpenGL ES 2.0 support * new framebuffer that can run on any opengl implementation * fixes in outfit size rendering
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@@ -32,7 +32,7 @@ public:
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Texture(int width, int height, int channels, uchar* pixels = NULL);
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virtual ~Texture();
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void bind() { glBindTexture(GL_TEXTURE_2D, m_textureId); }
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void bind();
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/// Tries to generate mipmaps via hardware, otherwise fallback to software implementation
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void generateMipmaps();
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@@ -43,10 +43,8 @@ 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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GLuint getId() { return m_textureId; }
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/// Return actual texture pixels
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std::vector<uint8> getPixels();
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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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