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texture drawing fixes and fix for noLoop() in gl mode
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@@ -4112,10 +4112,10 @@ public class PApplet extends Applet
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applet.args = new String[argc];
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System.arraycopy(args, argc, applet.args, 0, argc);
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System.out.println("calling applet.init");
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//System.out.println("calling applet.init");
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applet.init();
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//applet.start();
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System.out.println("done calling applet.init");
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//System.out.println("done calling applet.init");
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Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
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@@ -15,8 +15,16 @@ opengl
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X why is the thing hanging until 'stop' is hit?
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X what happens when stop is hit that sets it free?
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X (at what point does it start working properly?)
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X cache needs to also make things a power of 2
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X if images are already a power of 2, then needn't re-alloc
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X cacheIndex needs to be set to -1 when the image is modified
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X or maybe have a modified() function?
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X debug why certain spots are having errors (see 'problem here' notes)
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X INVALID_OPERATION after drawing lines for cube
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X fix noLoop bug
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X remove errors when drawing textures
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_ fix the usual nasty texture bug found in every acu app
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_ resolve ARGB versus RGBA versus just A issues for fonts
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_ make sure that current scenario works identically on mac
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_ if so, just switch the image code to expect alpha in the high bits
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@@ -28,10 +36,6 @@ _ why is the first one failing?
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/ reverse y coordinates
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_ minimum texture size may be 64x64
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_ might need to enforce it as a minimum
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X cache needs to also make things a power of 2
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X if images are already a power of 2, then needn't re-alloc
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X cacheIndex needs to be set to -1 when the image is modified
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X or maybe have a modified() function?
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_ implement size(0, 0) -> just doesn't bother doing a frame.show();
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_ implement fullscreen().. this takes over the screen as best it can
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