Added MipMap to Texture and proper opengl debug info
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@@ -7,7 +7,7 @@ class OrtographicCamera {
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private:
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glm::vec2 cameraPos;
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float zoom = 0.01f;
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float zoom = 0.05f;
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public:
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OrtographicCamera() : cameraPos(glm::vec2(-5.0f,-5.0f)) {}
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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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@@ -88,15 +88,7 @@ bool initSDL() {
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if (GLEW_KHR_debug) {
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Utility::printInfo(Utility::GLEW, "Supporting KHR debug output!");
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}
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//Print OpenGL version
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printf("----------------------OpenGL Info----------------------------\n");
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printf("Glew Version: %s\n", glewGetString(GLEW_VERSION));
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printf(" Version: %s\n", glGetString(GL_VERSION));
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printf(" Vendor: %s\n", glGetString(GL_VENDOR));
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printf(" Renderer: %s\n", glGetString(GL_RENDERER));
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printf(" Shading: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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printf("----------------------------------------------------------------\n");
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if(glDebugMessageCallback) {
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glEnable(GL_DEBUG_OUTPUT);
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Utility::printInfo(Utility::OpenGL, "Register OpenGL debug callback");
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@@ -1,6 +1,8 @@
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#ifndef DESKTOPLAUNCHER_H
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#define DESKTOPLAUNCHER_H
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#include <string>
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namespace Game {
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#define WINDOW_WIDTH = 800;
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@@ -15,6 +15,8 @@ void Texture2D::Generate(GLuint width, GLuint height, unsigned char* data) {
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// Create Texture
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glBindTexture(GL_TEXTURE_2D, this->ID);
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glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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// Set Texture wrap and filter modes
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
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