More seperate cc files, font & overlay rendering
This commit is contained in:
214
texture.cc
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214
texture.cc
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#include <glbinding/gl/gl.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include "texture.hh"
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using namespace gl;
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static unsigned ilog2(unsigned in)
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{
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unsigned ret = 0u, orig = in;
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while (in >>= 1) ++ret;
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// if ((1<<ret) < orig) ++ret;
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return ret;
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}
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Framebuffer::Framebuffer()
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: _fbID(0)
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{
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glGenFramebuffers(1, &_fbID);
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}
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Framebuffer::~Framebuffer()
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{
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glDeleteFramebuffers(1, &_fbID);
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}
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void Framebuffer::bind() const
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbID);
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}
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void Framebuffer::attachTexture(GLenum textarget, GLuint texID)
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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textarget, texID, 0);
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}
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TextureCubeMap::TextureCubeMap(unsigned size)
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: _texID(0)
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{
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glGenTextures(1, &_texID);
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glBindTexture(GL_TEXTURE_CUBE_MAP, _texID);
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if(SDL_GL_ExtensionSupported("GL_ARB_texture_storage"))
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glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24,
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size, size);
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else {
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std::printf("Warning: extension GL_ARB_texture_storage not supported!\n");
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for (unsigned i = 0;i < 6;++i) {
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GLenum const face[6] = {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z};
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glTexImage2D(face[i], 0, static_cast<GLint>(GL_DEPTH_COMPONENT16), size, size, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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}
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, static_cast<GLint>(GL_LINEAR));
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, static_cast<GLint>(GL_LINEAR));
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}
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TextureCubeMap::~TextureCubeMap()
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{
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glDeleteTextures(1, &_texID);
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}
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TextureCubeMap::TextureCubeMap(TextureCubeMap && move)
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: _texID(move._texID)
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{
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move._texID = 0;
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}
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TextureCubeMap& TextureCubeMap::operator=(TextureCubeMap && move)
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{
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glDeleteTextures(1, &_texID);
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_texID = move._texID;
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move._texID = 0;
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return *this;
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}
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void TextureCubeMap::bind() const
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{
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glBindTexture(GL_TEXTURE_CUBE_MAP, _texID);
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}
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Texture2D::Texture2D(unsigned width, unsigned height)
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: _texID(0)
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{
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_glCreate(width, height);
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}
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Texture2D::Texture2D(std::string const& file)
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: _texID(0)
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{
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SDL_Surface *surf = IMG_Load(file.c_str());
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if (!surf)
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throw SDLException();
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try {
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_glCreate(surf->w, surf->h);
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try {
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assert(surf->format->format == SDL_PIXELFORMAT_RGB24); // TODO: Proper support of many formats
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if (SDL_MUSTLOCK(surf))
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SDL_LockSurface(surf);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surf->w, surf->h, GL_RGB, GL_UNSIGNED_BYTE, surf->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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} catch(...) {
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glDeleteTextures(1, &_texID);
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throw;
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}
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}
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catch(...) {
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SDL_FreeSurface(surf);
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throw;
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}
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SDL_FreeSurface(surf);
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}
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Texture2D::Texture2D(SDL_Surface *surface)
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: _texID(0)
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{
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if(surface->format->Amask == 0)
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_glCreate(surface->w, surface->h);
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else
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_glCreate(surface->w, surface->h, true);
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try {
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SDL_Surface *surf;
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if((surface->format->format != SDL_PIXELFORMAT_RGB24) &&
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(surface->format->format != SDL_PIXELFORMAT_RGBA8888)) {
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if(surface->format->Amask == 0) {
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surf = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGB24, 0);
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} else {
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surf = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_ABGR8888, 0);
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}
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if(!surf)
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throw SDLException{};
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} else {
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surf = surface;
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}
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if (SDL_MUSTLOCK(surf))
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SDL_LockSurface(surf);
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try {
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if(surface->format->Amask == 0)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surf->w, surf->h, GL_RGB, GL_UNSIGNED_BYTE, surf->pixels);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surf->w, surf->h, GL_RGBA, GL_UNSIGNED_BYTE, surf->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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} catch(...) {
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if (surf != surface)
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SDL_FreeSurface(surf);
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throw;
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}
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SDL_FreeSurface(surf);
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} catch(...) {
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glDeleteTextures(1, &_texID);
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throw;
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}
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}
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Texture2D::Texture2D(Texture2D&& move)
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: _texID(move._texID)
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{
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move._texID = 0;
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}
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Texture2D& Texture2D::operator=(Texture2D&& move)
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{
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glDeleteTextures(1, &_texID);
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_texID = move._texID;
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move._texID = 0;
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return *this;
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}
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Texture2D::~Texture2D()
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{
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glDeleteTextures(1, &_texID);
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}
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void Texture2D::bind() const
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{
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glBindTexture(GL_TEXTURE_2D, _texID);
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}
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void Texture2D::_glCreate(unsigned width, unsigned height, bool alpha)
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{
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glGenTextures(1, &_texID);
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try {
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glBindTexture(GL_TEXTURE_2D, _texID);
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unsigned logWidth = ilog2(width), logHeight = ilog2(height);
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unsigned levels = std::max(logWidth,logHeight)+1u;
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if(SDL_GL_ExtensionSupported("GL_ARB_texture_storage"))
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glTexStorage2D(GL_TEXTURE_2D, levels, alpha?GL_RGBA8:GL_RGB8, width, height);
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else {
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std::printf("Warning: extension GL_ARB_texture_storage not supported!\n");
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for (unsigned i = 0u; i < levels; ++i)
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{
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glTexImage2D(GL_TEXTURE_2D, i, static_cast<const int>(alpha?GL_RGBA8:GL_RGB8), width, height, 0,
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alpha?GL_RGBA8:GL_RGB8, GL_UNSIGNED_BYTE, NULL);
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width = std::max(1u, (width / 2u));
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height = std::max(1u, (height / 2u));
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}
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}
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} catch(...) {
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glDeleteTextures(1, &_texID);
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}
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}
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