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https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
Removed some test code in A3D
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@@ -708,18 +708,8 @@ public class PFont implements PConstants {
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gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
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gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
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/*
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int[] rgba = new int[texWidth * texHeight];
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for (int i = 0; i < texWidth * texHeight; i++) {
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rgba[i] = 0xFFFFFFFF;
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}
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*/
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//gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texWidth, texHeight, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba));
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gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texWidth, texHeight, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
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//gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
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if (texIDList == null) {
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texIDList = new int[1];
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texIDList[0] = textures[0];
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@@ -958,38 +948,8 @@ public class PFont implements PConstants {
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gl.glBindTexture(GL10.GL_TEXTURE_2D, lastTexID);
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currentTexID = lastTexID;
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}
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//PApplet.println("New Glyph: " + offsetX + " " + offsetY + " " + width + " " + height);
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//gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba));
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/*
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int w0 = 256;
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int h0 = 256;
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int[] rgba2 = new int[w0 * h0];
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int t2 = 0;
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for (int y = 0; y < h0; y++) {
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for (int x = 0; x < w0; x++) {
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//rgba[t++] = (image.pixels[p++] << 24) | 0x00FFFFFF;
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rgba2[t2++] = 0xFF00FF00;
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}
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}
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*/
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//gl.glEnable(GL10.GL_TEXTURE_2D);
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//gl.glBindTexture(GL10.GL_TEXTURE_2D, lastTexID);
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//gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, offsetX, 0,w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba2));
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/*
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0,w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba2));
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 71, 0,w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba2));
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 132, 0,w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba2));
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 197, 0,w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba2));
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*/
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba));
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//gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, width, height, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba));
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texture = new TextureInfo(currentTexID, offsetX, offsetY + height, width, -height);
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offsetX += width;
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@@ -1009,78 +1009,6 @@ public class PGraphicsAndroid3D extends PGraphics {
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report("bot beginDraw()");
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}
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/*
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void drawTextFontTex() {
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int glid = textFont.texIDList[0];
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int w = textFont.texWidth;
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int h = textFont.texHeight;
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if (parent.frameCount == 5) {
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int w0 = 256;
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int h0 = 256;
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int[] rgba = new int[w0 * h0];
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int t = 0;
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for (int y = 0; y < h0; y++) {
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for (int x = 0; x < w0; x++) {
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//rgba[t++] = (image.pixels[p++] << 24) | 0x00FFFFFF;
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rgba[t++] = 0xFF00FF00;
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}
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}
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gl.glEnable(GL10.GL_TEXTURE_2D);
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gl.glBindTexture(GL10.GL_TEXTURE_2D, glid);
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gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, w0, h0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, IntBuffer.wrap(rgba));
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gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
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}
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gl.glEnable(GL10.GL_TEXTURE_2D);
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gl.glBindTexture(GL10.GL_TEXTURE_2D, glid);
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gl.glDepthMask(false);
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gl.glDisable(GL10.GL_BLEND);
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// There is no need to setup orthographic projection or any related matrix set/restore
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// operations here because glDrawTexiOES operates on window coordinates:
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// "glDrawTexiOES takes window coordinates and bypasses the transform pipeline
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// (except for mapping Z to the depth range), so there is no need for any
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// matrix setup/restore code."
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// (from https://www.khronos.org/message_boards/viewtopic.php?f=4&t=948&p=2553).
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// This is the right texture environment mode to ignore the fill color when drawing the texture:
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// http://www.khronos.org/opengles/documentation/opengles1_0/html/glTexEnv.html
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gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
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screenTexCrop = new int[4];
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screenTexCrop[0] = 0;
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screenTexCrop[1] = 0;
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screenTexCrop[2] = textFont.texWidth;
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screenTexCrop[3] = textFont.texHeight;
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gl11.glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, screenTexCrop, 0);
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gl11x.glDrawTexiOES(0, 0, 0, textFont.texWidth, textFont.texHeight);
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// Returning to the default texture environment mode, GL_MODULATE. This allows tinting a texture
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// with the current fill color.
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gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);
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gl.glDisable(GL10.GL_TEXTURE_2D);
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if (hints[DISABLE_DEPTH_MASK]) {
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gl.glDepthMask(false);
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} else {
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gl.glDepthMask(true);
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}
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if (blend) {
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blend(blendMode);
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} else {
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noBlend();
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}
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}
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*/
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public void endDraw() {
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if (primarySurface) {
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@@ -1108,13 +1036,6 @@ public class PGraphicsAndroid3D extends PGraphics {
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if (texture != null) {
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copyFrameToScreenTexture();
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}
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// if (textFont != null && textFont.texIDList != null) {
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// drawTextFontTex();
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// }
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}
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}
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} else {
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@@ -2710,19 +2631,6 @@ public class PGraphicsAndroid3D extends PGraphics {
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textFont.addAllGlyphsToTexture(gl);
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}
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/*
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// Adding new glyphs to the font texture.
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for (int index = start; index < stop; index++) {
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char ch = buffer[index];
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PFont.Glyph glyph = textFont.getGlyph(ch);
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if (glyph.texture == null) {
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glyph.addToTexture(gl);
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}
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}
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gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
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gl.glDisable(GL10.GL_TEXTURE_2D);
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*/
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gl.glEnable(GL10.GL_TEXTURE_2D);
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textFont.currentTexID = textFont.texIDList[0];
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gl.glBindTexture(GL10.GL_TEXTURE_2D, textFont.currentTexID);
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@@ -2863,6 +2771,12 @@ public class PGraphicsAndroid3D extends PGraphics {
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textFont.currentTexID = tex.glid;
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}
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// There is no need to setup orthographic projection or any related matrix set/restore
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// operations here because glDrawTexiOES operates on window coordinates:
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// "glDrawTexiOES takes window coordinates and bypasses the transform pipeline
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// (except for mapping Z to the depth range), so there is no need for any
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// matrix setup/restore code."
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// (from https://www.khronos.org/message_boards/viewtopic.php?f=4&t=948&p=2553).
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gl11.glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES,
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tex.crop, 0);
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gl11x.glDrawTexiOES(xx, height - yy, 0, w0, h0);
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@@ -717,14 +717,6 @@ public class PTexture implements PConstants {
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gl.glTexParameterf(glTarget, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
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gl.glTexParameterf(glTarget, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
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/*
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// Initializing the texture with white color (opaque).
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int[] rgba = new int[glWidth * glHeight];
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for (int i = 0; i < glWidth * glHeight; i++) {
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rgba[i] = 0xFFFFFFFF;
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}
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*/
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gl.glTexImage2D(glTarget, 0, glInternalFormat, glWidth, glHeight, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
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gl.glDisable(glTarget);
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