Add openal-soft dependency, update opengl macro
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+7
-7
@@ -32,7 +32,7 @@ Texture texture_gen(const GLuint width, const GLuint height,
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const GLint bytesPerPixel, const u8 *const image)
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{
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// TODO(doyle): Let us set the parameters gl params as well
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glCheckError();
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GL_CHECK_ERROR();
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Texture tex = {0};
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tex.width = width;
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tex.height = height;
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@@ -43,21 +43,21 @@ Texture texture_gen(const GLuint width, const GLuint height,
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tex.filterMagnification = GL_NEAREST;
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glGenTextures(1, &tex.id);
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glCheckError();
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GL_CHECK_ERROR();
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glBindTexture(GL_TEXTURE_2D, tex.id);
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glCheckError();
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GL_CHECK_ERROR();
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/* Load image into texture */
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// TODO(doyle) Figure out the gl format
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tex.imageFormat = getGLFormat(bytesPerPixel, FALSE);
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ASSERT(tex.imageFormat == GL_RGBA);
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glCheckError();
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GL_CHECK_ERROR();
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glTexImage2D(GL_TEXTURE_2D, 0, tex.internalFormat, tex.width, tex.height, 0,
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tex.imageFormat, GL_UNSIGNED_BYTE, image);
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glCheckError();
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GL_CHECK_ERROR();
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// TODO(doyle): Not needed for sprites? glGenerateMipmap(GL_TEXTURE_2D);
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@@ -68,11 +68,11 @@ Texture texture_gen(const GLuint width, const GLuint height,
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tex.filterMinification);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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tex.filterMagnification);
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glCheckError();
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GL_CHECK_ERROR();
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/* Unbind and clean up */
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glBindTexture(GL_TEXTURE_2D, 0);
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glCheckError();
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GL_CHECK_ERROR();
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return tex;
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}
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