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https://github.com/hajimehoshi/ebiten.git
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Add opengl.Context.NewBuffer
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parent
7597268e85
commit
f88154f380
@ -27,7 +27,7 @@ const (
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FilterLinear
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FilterLinear
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)
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)
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func glFilter(c *opengl.Context, filter Filter) opengl.Filter {
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func glFilter(c *opengl.Context, filter Filter) opengl.FilterType {
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switch filter {
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switch filter {
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case FilterNearest:
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case FilterNearest:
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return c.Nearest
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return c.Nearest
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@ -41,8 +41,6 @@ type TextureQuads interface {
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var initialized = false
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var initialized = false
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const size = 10000
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// TODO: Use unsafe.SizeOf?
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// TODO: Use unsafe.SizeOf?
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const uint16Size = 2
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const uint16Size = 2
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const float32Size = 4
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const float32Size = 4
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@ -54,31 +52,13 @@ func DrawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix [4]
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if err := initialize(c); err != nil {
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if err := initialize(c); err != nil {
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return err
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return err
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}
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}
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vertexBuffer := gl.GenBuffer()
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vertexBuffer.Bind(gl.ARRAY_BUFFER)
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s := float32Size * stride * size
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gl.BufferData(gl.ARRAY_BUFFER, s, nil, gl.DYNAMIC_DRAW)
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indexBuffer := gl.GenBuffer()
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indexBuffer.Bind(gl.ELEMENT_ARRAY_BUFFER)
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indices := make([]uint16, 6*size)
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for i := uint16(0); i < size; i++ {
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indices[6*i+0] = 4*i + 0
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indices[6*i+1] = 4*i + 1
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indices[6*i+2] = 4*i + 2
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indices[6*i+3] = 4*i + 1
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indices[6*i+4] = 4*i + 2
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indices[6*i+5] = 4*i + 3
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}
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, uint16Size*len(indices), indices, gl.STATIC_DRAW)
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initialized = true
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initialized = true
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}
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}
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if quads.Len() == 0 {
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if quads.Len() == 0 {
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return nil
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return nil
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}
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}
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// TODO: Check performance
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// TODO: Check performance
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program := useProgramColorMatrix(glMatrix(projectionMatrix), geo, color)
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program := useProgramColorMatrix(glMatrix(projectionMatrix), geo, color)
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@ -21,6 +21,8 @@ import (
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var programColorMatrix opengl.Program
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var programColorMatrix opengl.Program
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func initialize(c *opengl.Context) error {
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func initialize(c *opengl.Context) error {
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const size = 10000
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var err error
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var err error
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shaders[shaderVertex].native, err = c.NewShader(c.VertexShader, shaders[shaderVertex].source)
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shaders[shaderVertex].native, err = c.NewShader(c.VertexShader, shaders[shaderVertex].source)
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if err != nil {
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if err != nil {
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@ -39,6 +41,22 @@ func initialize(c *opengl.Context) error {
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shaders[shaderColorMatrix].native,
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shaders[shaderColorMatrix].native,
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}
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}
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programColorMatrix, err = c.NewProgram(shaders)
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programColorMatrix, err = c.NewProgram(shaders)
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const stride = 4 * 4
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s := float32Size * stride * size
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c.NewBuffer(c.ArrayBuffer, s, nil, c.DynamicDraw)
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indices := make([]uint16, 6*size)
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for i := uint16(0); i < size; i++ {
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indices[6*i+0] = 4*i + 0
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indices[6*i+1] = 4*i + 1
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indices[6*i+2] = 4*i + 2
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indices[6*i+3] = 4*i + 1
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indices[6*i+4] = 4*i + 2
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indices[6*i+5] = 4*i + 3
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}
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c.NewBuffer(c.ElementArrayBuffer, uint16Size*len(indices), indices, c.StaticDraw)
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return err
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return err
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}
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}
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@ -54,7 +54,7 @@ func (t *Texture) Size() (width, height int) {
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return t.width, t.height
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return t.width, t.height
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}
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}
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func NewTexture(c *opengl.Context, width, height int, filter opengl.Filter) (*Texture, error) {
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func NewTexture(c *opengl.Context, width, height int, filter opengl.FilterType) (*Texture, error) {
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w := internal.NextPowerOf2Int(width)
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w := internal.NextPowerOf2Int(width)
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h := internal.NextPowerOf2Int(height)
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h := internal.NextPowerOf2Int(height)
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if w < 4 {
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if w < 4 {
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@ -70,7 +70,7 @@ func NewTexture(c *opengl.Context, width, height int, filter opengl.Filter) (*Te
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return &Texture{native, width, height}, nil
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return &Texture{native, width, height}, nil
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}
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}
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func NewTextureFromImage(c *opengl.Context, img image.Image, filter opengl.Filter) (*Texture, error) {
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func NewTextureFromImage(c *opengl.Context, img image.Image, filter opengl.FilterType) (*Texture, error) {
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origSize := img.Bounds().Size()
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origSize := img.Bounds().Size()
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if origSize.X < 4 {
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if origSize.X < 4 {
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return nil, errors.New("width must be equal or more than 4.")
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return nil, errors.New("width must be equal or more than 4.")
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@ -20,19 +20,10 @@ import (
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"github.com/go-gl/gl"
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"github.com/go-gl/gl"
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)
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)
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type Filter int
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type FilterType int
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const (
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filterNearest Filter = gl.NEAREST
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filterLinear = gl.LINEAR
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)
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type ShaderType int
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type ShaderType int
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type BufferType int
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const (
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type BufferUsageType int
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shaderTypeVertex ShaderType = gl.VERTEX_SHADER
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shaderTypeFragment = gl.FRAGMENT_SHADER
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)
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type Texture gl.Texture
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type Texture gl.Texture
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@ -127,18 +118,26 @@ func (u UniformLocation) Uniform1i(v int) {
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}
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}
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type Context struct {
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type Context struct {
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Nearest Filter
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Nearest FilterType
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Linear Filter
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Linear FilterType
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VertexShader ShaderType
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VertexShader ShaderType
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FragmentShader ShaderType
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FragmentShader ShaderType
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ArrayBuffer BufferType
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ElementArrayBuffer BufferType
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DynamicDraw BufferUsageType
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StaticDraw BufferUsageType
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}
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}
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func NewContext() *Context {
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func NewContext() *Context {
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c := &Context{
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c := &Context{
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Nearest: filterNearest,
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Nearest: gl.NEAREST,
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Linear: filterLinear,
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Linear: gl.LINEAR,
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VertexShader: shaderTypeVertex,
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VertexShader: gl.VERTEX_SHADER,
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FragmentShader: shaderTypeFragment,
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FragmentShader: gl.FRAGMENT_SHADER,
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ArrayBuffer: gl.ARRAY_BUFFER,
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ElementArrayBuffer: gl.ELEMENT_ARRAY_BUFFER,
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DynamicDraw: gl.DYNAMIC_DRAW,
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StaticDraw: gl.STATIC_DRAW,
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}
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}
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c.init()
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c.init()
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return c
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return c
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@ -152,7 +151,7 @@ func (c *Context) init() {
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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}
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}
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter Filter) (Texture, error) {
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func (c *Context) NewTexture(width, height int, pixels []uint8, filter FilterType) (Texture, error) {
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t := gl.GenTexture()
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t := gl.GenTexture()
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if t < 0 {
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if t < 0 {
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return 0, errors.New("glGenTexture failed")
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return 0, errors.New("glGenTexture failed")
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@ -216,3 +215,8 @@ func (c *Context) NewProgram(shaders []Shader) (Program, error) {
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}
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}
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return Program(p), nil
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return Program(p), nil
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}
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}
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func (c *Context) NewBuffer(bufferType BufferType, size int, ptr interface{}, bufferUsageType BufferUsageType) {
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gl.GenBuffer().Bind(gl.GLenum(bufferType))
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gl.BufferData(gl.GLenum(bufferType), size, ptr, gl.GLenum(bufferUsageType))
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}
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