Texture changes:
* The GL texture id is now readonly. * Added Size property. * Added GetData() for reading data back from the GPU. * Added SetEmpty() for creating an empty texture of a given size.
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@@ -115,8 +115,8 @@ namespace OpenRA.Renderer.Glsl
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foreach (var kv in textures)
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{
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Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB + kv.Key );
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Gl.glBindTexture( Gl.GL_TEXTURE_2D, ((Texture)kv.Value).texture );
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Gl.glActiveTextureARB(Gl.GL_TEXTURE0_ARB + kv.Key);
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Gl.glBindTexture(Gl.GL_TEXTURE_2D, ((Texture)kv.Value).ID);
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}
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/* configure blend state */
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