Implement first pass bitmap to allocation support. The Java bindings can create a 2D allocation by passing in a Bitmap object.
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@@ -40,7 +40,7 @@ void ProgramFragment::setupGL()
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for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
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glActiveTexture(GL_TEXTURE0 + ct);
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if (!(mTextureEnableMask & (1 << ct)) ||
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!mSamplers[ct].get() ||
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//!mSamplers[ct].get() ||
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!mTextures[ct].get()) {
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glDisable(GL_TEXTURE_2D);
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@@ -62,7 +62,14 @@ void ProgramFragment::setupGL()
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break;
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}
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mSamplers[ct]->setupGL();
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// if (mSamplers[ct].get()) {
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//mSamplers[ct]->setupGL();
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// } else {
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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_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//}
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}
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glActiveTexture(GL_TEXTURE0);
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}
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