First texture rendering (if broken)
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@@ -139,7 +139,7 @@ errorret_t displayInit(void) {
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quadInit();
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frameBufferInitBackbuffer();
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spriteBatchInit();
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// errorChain(textInit());
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errorChain(textInit());
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screenInit();
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errorOk();
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@@ -193,46 +193,6 @@ errorret_t displayUpdate(void) {
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);
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errorChain(sceneRender());
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texture_t texture;
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// color_t colors[4 * 4] = {
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// COLOR_RED_4B, COLOR_GREEN_4B, COLOR_BLUE_4B, COLOR_YELLOW_4B,
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// COLOR_CYAN_4B, COLOR_MAGENTA_4B, COLOR_WHITE_4B, COLOR_BLACK_4B,
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// COLOR_ORANGE_4B, COLOR_PURPLE_4B, COLOR_GRAY_4B, COLOR_BROWN_4B,
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// COLOR_PINK_4B, COLOR_LIME_4B, COLOR_NAVY_4B, COLOR_TEAL_4B
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// };
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// texturedata_t data = {
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// .rgba = { .colors = colors }
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// };
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// textureInit(&texture, 4, 4, TEXTURE_FORMAT_RGBA, data);
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uint8_t alphaData[8 * 4] = {
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255, 255, 255, 255, 255, 255, 255, 255,
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0, 0, 255, 0, 0, 255, 0, 0,
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255, 255, 255, 255, 255, 255, 255, 255,
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0, 0, 0, 255, 255, 0, 0, 0,
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};
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texturedata_t data = {
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.alpha = { .data = alphaData }
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};
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textureInit(&texture, 8, 4, TEXTURE_FORMAT_ALPHA, data);
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camera_t camera;
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cameraInit(&camera);
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cameraPushMatrix(&camera);
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spriteBatchClear();
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spriteBatchPush(
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&texture,
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-1, -1,
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1, 1,
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COLOR_WHITE_4B,
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0, 0,
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1, 1
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);
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spriteBatchFlush();
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cameraPopMatrix();
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// Render UI
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// uiRender();
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@@ -255,8 +215,6 @@ errorret_t displayUpdate(void) {
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// if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
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#endif
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textureDispose(&texture);
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// For now, we just return an OK error.
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errorOk();
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}
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