In Procress
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@ -31,7 +31,7 @@ gl__texture_initialize(GLint tex_width, GLint tex_height, u32 *pixels){
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internal u32
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gl__get_gpu_texture(Vec3_i32 dim, Texture_Kind texture_kind){
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u32 tex;
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u32 tex = 0;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -43,6 +43,13 @@ gl__get_gpu_texture(Vec3_i32 dim, Texture_Kind texture_kind){
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return(tex);
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}
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internal b32
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gl__fill_gpu_texture(Texture_Kind texture_kind, u32 gpu_texture, Vec3_i32 p, Vec3_i32 dim, void *data){
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b32 result = false;
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, p.x, p.y, p.z, dim.x, dim.y, dim.z, GL_RED, GL_UNSIGNED_INT, data);
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return(result);
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}
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internal void
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gl__draw_bind_texture(Render_Target *t, i32 texid){
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if (t->bound_texture != texid){
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