Start migration to openGLraw, add target parameter to texture params
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@@ -29,9 +29,13 @@ addTexture texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 3 GL_RGBA8 wtex htex
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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--textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture
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{_textureObject = textureOb
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,_textureTarget = GL_TEXTURE_2D
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}
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vaddTextureNoFilter :: String -> FullShader -> IO FullShader
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vaddTextureNoFilter texturePath shad = do
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@@ -45,7 +49,10 @@ vaddTextureNoFilter texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture
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{ _textureObject = textureOb
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, _textureTarget = GL_TEXTURE_2D
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}
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addTextureNoFilter :: String -> FullShader -> IO FullShader
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addTextureNoFilter texturePath shad = do
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@@ -59,7 +66,10 @@ addTextureNoFilter texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture
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{ _textureObject = textureOb
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, _textureTarget = GL_TEXTURE_2D
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}
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-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
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-- an image that was directly readable by glTexSubImage3D, used the
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@@ -81,7 +91,10 @@ addTextureArray texturePath shad = do
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glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2DArray
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture
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{ _textureObject = textureOb
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, _textureTarget = GL_TEXTURE_2D_ARRAY
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}
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-- I am completely unclear on why this works with its current parameters
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tilesToLine
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+4
-2
@@ -60,8 +60,10 @@ data EBO = EBO
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, _eboPtr :: Ptr GLushort
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}
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{- | Datatype containing the reference to a texture object. -}
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newtype ShaderTexture = ShaderTexture
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{ _textureObject :: TextureObject }
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data ShaderTexture = ShaderTexture
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{ _textureObject :: TextureObject
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, _textureTarget :: GLenum
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}
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data EPrimitiveMode
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= EPoints
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| ELines
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