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https://github.com/glest/glest-source.git
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- removed duplicate code that did nothing
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@@ -737,19 +737,6 @@ void Texture1DGl::init(Filter filter, int maxAnisotropy) {
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage1D(
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GL_TEXTURE_1D, 0, glCompressionFormat, pixmap.getW(),
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error= glGetError();
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// Now try without compression if we tried compression
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if(error != GL_NO_ERROR && glCompressionFormat != glInternalFormat) {
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glTexImage1D(
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GL_TEXTURE_1D, 0, glInternalFormat, pixmap.getW(),
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error2= glGetError();
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glTexImage1D(
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glTexImage1D(
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GL_TEXTURE_1D, 0, glCompressionFormat, pixmap.getW(),
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GL_TEXTURE_1D, 0, glCompressionFormat, pixmap.getW(),
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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@@ -893,18 +880,6 @@ void Texture2DGl::init(Filter filter, int maxAnisotropy) {
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else {
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else {
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//build single texture
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//build single texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,pixmap.getW(),
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pixmap.getH(),0, glFormat, GL_UNSIGNED_BYTE, pixels);
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GLint error= glGetError();
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// Now try without compression if we tried compression
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if(error != GL_NO_ERROR && glCompressionFormat != glInternalFormat) {
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glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat,pixmap.getW(),
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pixmap.getH(),0, glFormat, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,pixmap.getW(),
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glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,pixmap.getW(),
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@@ -1150,16 +1125,6 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
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else {
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else {
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glTexImage2D(
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glTexImage2D(
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target, 0, glCompressionFormat,
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target, 0, glCompressionFormat,
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currentPixmap->getW(), currentPixmap->getH(),
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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int error = glGetError();
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// Now try without compression if we tried compression
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if(error != GL_NO_ERROR && glCompressionFormat != glInternalFormat) {
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glTexImage2D(
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target, 0, glInternalFormat,
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currentPixmap->getW(), currentPixmap->getH(),
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currentPixmap->getW(), currentPixmap->getH(),
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currentPixmap->getW(), currentPixmap->getH(),
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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0, glFormat, GL_UNSIGNED_BYTE, pixels);
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