Added MipMap to Texture and proper opengl debug info
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@@ -116,22 +116,16 @@ void DarkRP2D::render(unsigned int delta) {
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("-------------------OpenGL Info-------------------------");
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ImGui::Text("GLEW Version: %s\n", glewGetString(GLEW_VERSION));
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ImGui::Text(" Version: %s\n", glGetString(GL_VERSION));
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ImGui::Text(" Vendor: %s\n", glGetString(GL_VENDOR));
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ImGui::Text(" Renderer: %s\n", glGetString(GL_RENDERER));
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ImGui::Text(" Shading: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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ImGui::Text("----------------------------------------------------------");
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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ImGui::Render();
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ImGui_ImplSdlGL3_RenderDrawData(ImGui::GetDrawData());
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#endif
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