Use a slightly different way to handle textures to make everything look a bit better
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@ -137,8 +137,8 @@ void Texture::load()
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &texture_id);
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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// Restore state
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// Restore state
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