hedgewars/uTextures.pas
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 5441 39962b855540
child 6303 3edb3c857995
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uTextures;
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interface
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uses SDLh, uTypes;
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function  NewTexture(width, height: Longword; buf: Pointer): PTexture;
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function  Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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procedure FreeTexture(tex: PTexture);
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procedure initModule;
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procedure freeModule;
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implementation
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uses GLunit, uUtils, uVariables, uConsts, uDebug;
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var TextureList: PTexture;
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procedure SetTextureParameters(enableClamp: Boolean);
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begin
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    if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
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    begin
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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    end;
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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end;
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procedure ResetVertexArrays(texture: PTexture);
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begin
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with texture^ do
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    begin
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    vb[0].X:= 0;
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    vb[0].Y:= 0;
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    vb[1].X:= w;
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    vb[1].Y:= 0;
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    vb[2].X:= w;
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    vb[2].Y:= h;
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    vb[3].X:= 0;
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    vb[3].Y:= h;
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    tb[0].X:= 0;
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    tb[0].Y:= 0;
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    tb[1].X:= rx;
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    tb[1].Y:= 0;
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    tb[2].X:= rx;
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    tb[2].Y:= ry;
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    tb[3].X:= 0;
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    tb[3].Y:= ry
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    end;
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end;
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function NewTexture(width, height: Longword; buf: Pointer): PTexture;
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begin
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new(NewTexture);
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NewTexture^.PrevTexture:= nil;
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NewTexture^.NextTexture:= nil;
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NewTexture^.Scale:= 1;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= NewTexture;
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    NewTexture^.NextTexture:= TextureList
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    end;
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TextureList:= NewTexture;
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NewTexture^.w:= width;
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NewTexture^.h:= height;
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NewTexture^.rx:= 1.0;
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NewTexture^.ry:= 1.0;
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ResetVertexArrays(NewTexture);
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glGenTextures(1, @NewTexture^.id);
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glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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SetTextureParameters(true);
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end;
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function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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var tw, th, x, y: Longword;
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    tmpp: pointer;
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    fromP4, toP4: PLongWordArray;
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begin
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new(Surface2Tex);
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Surface2Tex^.PrevTexture:= nil;
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Surface2Tex^.NextTexture:= nil;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= Surface2Tex;
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    Surface2Tex^.NextTexture:= TextureList
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    end;
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TextureList:= Surface2Tex;
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Surface2Tex^.w:= surf^.w;
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Surface2Tex^.h:= surf^.h;
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if (surf^.format^.BytesPerPixel <> 4) then
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    begin
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    TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
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    Surface2Tex^.id:= 0;
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    exit
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    end;
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glGenTextures(1, @Surface2Tex^.id);
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glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
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if SDL_MustLock(surf) then
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    SDLTry(SDL_LockSurface(surf) >= 0, true);
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fromP4:= Surf^.pixels;
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if cGrayScale then
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    for y:= 0 to Pred(Surf^.h) do
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        begin
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        for x:= 0 to Pred(Surf^.w) do 
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            begin
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            tw:= fromP4^[x];
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            tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +  
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                  (tw shr GShift and $FF) * RGB_LUMINANCE_GREEN + 
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                  (tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
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            if tw > 255 then tw:= 255;
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            tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
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            fromP4^[x]:= tw;
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            end;
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        fromP4:= @(fromP4^[Surf^.pitch div 4])
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        end;
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if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
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    begin
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    tw:= toPowerOf2(Surf^.w);
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    th:= toPowerOf2(Surf^.h);
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    Surface2Tex^.rx:= Surf^.w / tw;
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    Surface2Tex^.ry:= Surf^.h / th;
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    GetMem(tmpp, tw * th * surf^.format^.BytesPerPixel);
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    fromP4:= Surf^.pixels;
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    toP4:= tmpp;
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    for y:= 0 to Pred(Surf^.h) do
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        begin
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        for x:= 0 to Pred(Surf^.w) do toP4^[x]:= fromP4^[x];
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        for x:= Surf^.w to Pred(tw) do toP4^[x]:= 0;
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        toP4:= @(toP4^[tw]);
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        fromP4:= @(fromP4^[Surf^.pitch div 4])
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        end;
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    for y:= Surf^.h to Pred(th) do
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        begin
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        for x:= 0 to Pred(tw) do toP4^[x]:= 0;
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        toP4:= @(toP4^[tw])
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        end;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
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    FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
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    end
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else
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    begin
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    Surface2Tex^.rx:= 1.0;
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    Surface2Tex^.ry:= 1.0;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
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    end;
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ResetVertexArrays(Surface2Tex);
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if SDL_MustLock(surf) then
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    SDL_UnlockSurface(surf);
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SetTextureParameters(enableClamp);
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end;
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// deletes texture and frees the memory allocated for it.
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// if nil is passed nothing is done
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procedure FreeTexture(tex: PTexture);
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begin
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    if tex <> nil then
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    begin
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        if tex^.NextTexture <> nil then
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            tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
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        if tex^.PrevTexture <> nil then
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            tex^.PrevTexture^.NextTexture:= tex^.NextTexture
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        else
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            TextureList:= tex^.NextTexture;
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        glDeleteTextures(1, @tex^.id);
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        Dispose(tex);
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    end
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end;
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procedure initModule;
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begin
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TextureList:= nil;
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end;
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procedure freeModule;
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begin
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    while TextureList <> nil do FreeTexture(TextureList);
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end;
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end.