partially done work on total source tree rework, separation of engine context and game context, generalization of renderer for different backends as well as web platform target
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28
src/rendering/twn_gl_15_gpu_texture.c
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28
src/rendering/twn_gl_15_gpu_texture.c
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static gpu_texture new_gl_texture(void) {
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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#if !defined(EMSCRIPTEN)
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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#endif
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glBindTexture(GL_TEXTURE_2D, 0);
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return create_gpu_texture(TEXTURE_FILTER_NEAREST, true);
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}
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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surface->w,
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surface->h,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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surface->pixels);
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