Refactoring structs Part 1
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@ -7,10 +7,9 @@
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#include "texture.h"
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texture_t * textureCreate(int32_t width, int32_t height, pixel_t *pixels) {
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texture_t *texture = malloc(sizeof(texture_t));
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if(texture == NULL) return NULL;
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void textureInit(texture_t *texture, int32_t width, int32_t height,
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pixel_t *pixels
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) {
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texture->width = width;
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texture->height = height;
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@ -27,13 +26,12 @@ texture_t * textureCreate(int32_t width, int32_t height, pixel_t *pixels) {
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// Start by buffering all transparent black pixels.
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if(pixels == NULL) {
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// TODO: I can optimize this, I think the GPU can default this somehow
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pixels = calloc(width * height, sizeof(pixel_t));
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels
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);
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free(pixels);
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} else {
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glTexImage2D(
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@ -59,5 +57,4 @@ void textureBufferPixels(texture_t *texture,
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void textureDispose(texture_t *texture) {
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glDeleteTextures(1, &texture->id);
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free(texture);
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}
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