Create empty texture idea, change function scopes
Some functions which should not be exposed in the API have been switched to INTERNAL scope. We have a notion of an empty texture in World Traveller that we can pass in situations where we just want to render a solid colour with no associated texture. The alternative to this was creating a separate shader for rendering primitives but would require at some point to expose the AssetManager to the renderer or the user on behalf has to manually switch shaders before rendering (non-intuitive).
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@@ -28,8 +28,8 @@ INTERNAL GLint getGLFormat(i32 bytesPerPixel, b32 srgb)
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}
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}
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Texture genTexture(const GLuint width, const GLuint height,
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const GLint bytesPerPixel, const u8 *const image)
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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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