Split sf::Image into sf::Image and sf::Texture (implements issue #18)
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40 changed files with 1585 additions and 1294 deletions
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@ -18,14 +18,14 @@ int main()
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sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL", sf::Style::Default, sf::ContextSettings(32));
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// Create a sprite for the background
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sf::Image backgroundImage;
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if (!backgroundImage.LoadFromFile("resources/background.jpg"))
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sf::Texture backgroundTexture;
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if (!backgroundTexture.LoadFromFile("resources/background.jpg"))
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return EXIT_FAILURE;
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sf::Sprite background(backgroundImage);
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sf::Sprite background(backgroundTexture);
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// Load an OpenGL texture.
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// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
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// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
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GLuint texture = 0;
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{
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sf::Image image;
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