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https://github.com/korenkonder/ReDIVA.git
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Use texture for empty textures
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+17
-19
@@ -506,26 +506,24 @@ sprite_width(), sprite_height(), screen_x_offset(), screen_y_offset(), screen_wi
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
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static const GLenum target_cube_map_array[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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static const void* empty_texture_2d_array[] = {
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empty_texture_data,
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};
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glGenTextures(1, &empty_texture_2d);
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gl_state_bind_texture_2d(empty_texture_2d);
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texture_set_params(GL_TEXTURE_2D, 0, false);
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glCompressedTexImage2D(GL_TEXTURE_2D, 0,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data);
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gl_state_bind_texture_2d(0);
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empty_texture_2d = texture_load_tex_2d(texture_id(0x2F, 0),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_2d_array, false);
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glGenTextures(1, &empty_texture_cube_map);
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gl_state_bind_texture_cube_map(empty_texture_cube_map);
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texture_set_params(GL_TEXTURE_CUBE_MAP, 0, false);
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for (int32_t side = 0; side < 6; side++)
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glCompressedTexImage2D(target_cube_map_array[side], 0,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data);
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gl_state_bind_texture_cube_map(0);
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static const void* empty_texture_cube_map_array[] = {
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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empty_texture_data,
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};
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empty_texture_cube_map = texture_load_tex_cube_map(texture_id(0x2F, 1),
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, empty_texture_cube_map_array);
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static const vec4 border_color = 0.0f;
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@@ -625,8 +623,8 @@ render_context::~render_context() {
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glDeleteSamplers(4, render_samplers);
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glDeleteSamplers(18, samplers);
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glDeleteTextures(1, &empty_texture_cube_map);
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glDeleteTextures(1, &empty_texture_2d);
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texture_release(empty_texture_cube_map);
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texture_release(empty_texture_2d);
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obj_skinning_ubo.Destroy();
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obj_batch_ubo.Destroy();
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