author | nemo |
Tue, 20 Sep 2011 16:00:20 -0400 | |
changeset 5974 | 5bd84514856f |
parent 5441 | 39962b855540 |
child 6303 | 3edb3c857995 |
permissions | -rw-r--r-- |
4976 | 1 |
(* |
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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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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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uses GLunit, uUtils, uVariables, uConsts, uDebug; |
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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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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 |
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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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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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while TextureList <> nil do FreeTexture(TextureList); |
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end; |
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end. |