leaks fix (valgrind full leak check) in world
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@@ -64,11 +64,11 @@ void Texture::setNearestFilter() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Texture* Texture::from(const ImageData* image) {
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std::unique_ptr<Texture> Texture::from(const ImageData* image) {
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uint width = image->getWidth();
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uint height = image->getHeight();
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const void* data = image->getData();
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return new Texture((ubyte*)data, width, height, image->getFormat());
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return std::make_unique<Texture>((ubyte*)data, width, height, image->getFormat());
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}
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uint Texture::getWidth() const {
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