Complete rewrite of texture handling code for cleanup and in order to support virtual textures. What was the texture class is now split between Texture and Image. There are several subclasses of Texture, including ImageTexture, TiledTexture, CubeMap, and VirtualTexture.
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@ -23,6 +23,7 @@
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#include <cstring>
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#include <cassert>
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#include <ctime>
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#include <locale>
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#include <celengine/gl.h>
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#include <celmath/vecmath.h>
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#include <celmath/quaternion.h>
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@ -2178,6 +2179,7 @@ void CelestiaCore::showText(string s,
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messageDuration = duration;
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}
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static void displayDistance(Overlay& overlay, double distance)
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{
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if (abs(distance) >= astro::AUtoLightYears(1000.0f))
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@ -2854,7 +2856,7 @@ void CelestiaCore::renderOverlay()
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botAlpha = topAlpha = (float) (5.0 - currentTime);
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}
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glBindTexture(GL_TEXTURE_2D, logoTexture->getName());
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logoTexture->bind();
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glBegin(GL_QUADS);
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glColor4f(0.8f, 0.8f, 1.0f, botAlpha);
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glTexCoord2f(0, 1);
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@ -3245,8 +3247,6 @@ bool CelestiaCore::initRenderer()
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if (config->logoTextureFile != "")
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{
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logoTexture = LoadTextureFromFile(string("textures") + "/" + config->logoTextureFile);
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if (logoTexture != NULL)
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logoTexture->bindName();
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}
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return true;
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