Refactor and fixes
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@@ -7,17 +7,12 @@ Texture::Texture(unsigned int id, int width, int height) : id(id), width(width),
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Texture::Texture(unsigned char* data, int width, int height) : width(width), height(height) {
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
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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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// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
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// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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}
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Texture::~Texture() {
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@@ -31,10 +26,7 @@ void Texture::bind(){
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void Texture::reload(unsigned char* data){
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glBindTexture(GL_TEXTURE_2D, id);
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// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
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// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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}
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