hedgewars/uTextures.pas
author Xeli
Fri, 25 Nov 2011 19:36:03 +0100
changeset 6432 ffb18b44415d
parent 6394 f0a9042e7387
child 6467 090269e528df
permissions -rw-r--r--
Use proper names when storing custom teams, also fixes the bug which created new teams when you editted one of the default ones
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uTextures;
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interface
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uses SDLh, uTypes;
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function  NewTexture(width, height: Longword; buf: Pointer): PTexture;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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function  Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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procedure FreeTexture(tex: PTexture);
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procedure initModule;
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procedure freeModule;
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implementation
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f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
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uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
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var TextureList: PTexture;
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procedure SetTextureParameters(enableClamp: Boolean);
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begin
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    if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
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    begin
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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_CLAMP_TO_EDGE)
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    end;
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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end;
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procedure ResetVertexArrays(texture: PTexture);
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begin
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with texture^ do
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    begin
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    vb[0].X:= 0;
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    vb[0].Y:= 0;
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    vb[1].X:= w;
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    vb[1].Y:= 0;
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    vb[2].X:= w;
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    vb[2].Y:= h;
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    vb[3].X:= 0;
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    vb[3].Y:= h;
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    tb[0].X:= 0;
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    tb[0].Y:= 0;
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    tb[1].X:= rx;
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    tb[1].Y:= 0;
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    tb[2].X:= rx;
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    tb[2].Y:= ry;
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    tb[3].X:= 0;
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    tb[3].Y:= ry
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    end;
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end;
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function NewTexture(width, height: Longword; buf: Pointer): PTexture;
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begin
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new(NewTexture);
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NewTexture^.PrevTexture:= nil;
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NewTexture^.NextTexture:= nil;
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NewTexture^.Scale:= 1;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= NewTexture;
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    NewTexture^.NextTexture:= TextureList
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    end;
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TextureList:= NewTexture;
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NewTexture^.w:= width;
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NewTexture^.h:= height;
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NewTexture^.rx:= 1.0;
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NewTexture^.ry:= 1.0;
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ResetVertexArrays(NewTexture);
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glGenTextures(1, @NewTexture^.id);
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glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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SetTextureParameters(true);
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end;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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var tw, x, y: Longword;
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    fromP4: PLongWordArray;
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begin
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fromP4:= Surf^.pixels;
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for y:= 0 to Pred(Surf^.h) do
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    begin
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    for x:= 0 to Pred(Surf^.w) do 
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        begin
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        tw:= fromP4^[x];
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        tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +  
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              (tw shr GShift and $FF) * RGB_LUMINANCE_GREEN + 
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              (tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
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        if tw > 255 then tw:= 255;
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        tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
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        fromP4^[x]:= tw;
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        end;
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    fromP4:= @(fromP4^[Surf^.pitch div 4])
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    end;
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end;
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function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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var tw, th, x, y: Longword;
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    tmpp: pointer;
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    fromP4, toP4: PLongWordArray;
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begin
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new(Surface2Tex);
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Surface2Tex^.PrevTexture:= nil;
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Surface2Tex^.NextTexture:= nil;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= Surface2Tex;
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    Surface2Tex^.NextTexture:= TextureList
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    end;
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TextureList:= Surface2Tex;
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Surface2Tex^.w:= surf^.w;
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Surface2Tex^.h:= surf^.h;
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if (surf^.format^.BytesPerPixel <> 4) then
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    begin
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    TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
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    Surface2Tex^.id:= 0;
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    exit
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    end;
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glGenTextures(1, @Surface2Tex^.id);
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glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
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if SDL_MustLock(surf) then
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    SDLTry(SDL_LockSurface(surf) >= 0, true);
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fromP4:= Surf^.pixels;
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if cGrayScale then Surface2GrayScale(Surf);
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if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
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    begin
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    tw:= toPowerOf2(Surf^.w);
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    th:= toPowerOf2(Surf^.h);
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    Surface2Tex^.rx:= Surf^.w / tw;
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    Surface2Tex^.ry:= Surf^.h / th;
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    GetMem(tmpp, tw * th * surf^.format^.BytesPerPixel);
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    fromP4:= Surf^.pixels;
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    toP4:= tmpp;
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    for y:= 0 to Pred(Surf^.h) do
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        begin
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        for x:= 0 to Pred(Surf^.w) do toP4^[x]:= fromP4^[x];
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        for x:= Surf^.w to Pred(tw) do toP4^[x]:= 0;
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        toP4:= @(toP4^[tw]);
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        fromP4:= @(fromP4^[Surf^.pitch div 4])
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        end;
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    for y:= Surf^.h to Pred(th) do
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        begin
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        for x:= 0 to Pred(tw) do toP4^[x]:= 0;
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        toP4:= @(toP4^[tw])
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        end;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
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    FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
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    end
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else
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    begin
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    Surface2Tex^.rx:= 1.0;
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    Surface2Tex^.ry:= 1.0;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
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    end;
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ResetVertexArrays(Surface2Tex);
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if SDL_MustLock(surf) then
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    SDL_UnlockSurface(surf);
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SetTextureParameters(enableClamp);
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end;
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// deletes texture and frees the memory allocated for it.
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// if nil is passed nothing is done
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procedure FreeTexture(tex: PTexture);
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begin
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    if tex <> nil then
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        begin
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        if tex^.NextTexture <> nil then
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            tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
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        if tex^.PrevTexture <> nil then
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            tex^.PrevTexture^.NextTexture:= tex^.NextTexture
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        else
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            TextureList:= tex^.NextTexture;
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        glDeleteTextures(1, @tex^.id);
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        Dispose(tex);
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        end
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end;
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procedure initModule;
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begin
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TextureList:= nil;
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end;
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procedure freeModule;
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begin
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    if TextureList <> nil then WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
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    while TextureList <> nil do 
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        begin
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        AddFileLog('Texture not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.priority*1000)));
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        FreeTexture(TextureList);
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        end
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end;
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end.