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				+#include "gl/Texture.h" 
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				+ 
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				+Texture::Texture(Mode mode) : texture(0) { 
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				+    glGenTextures(1, &texture); 
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				+    glBindTexture(GL_TEXTURE_2D, texture); 
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				+    switch(mode) { 
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				+        case NEAREST: 
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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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				+            break; 
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				+        case LINEAR: 
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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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				+            break; 
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				+    } 
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				+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
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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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				+Texture::~Texture() { 
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				+    glDeleteTextures(1, &texture); 
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				+} 
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				+ 
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				+void Texture::setColorData(int width, int height, const Color4* data) { 
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				+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); 
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				+} 
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				+ 
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				+void Texture::setColorData(int width, int height, const Color3* data) { 
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				+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); 
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				+} 
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				+ 
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				+void Texture::setColorData(int width, int height, const Color2* data) { 
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				+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, data); 
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				+} 
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				+ 
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				+void Texture::setColorData(int width, int height, const Color1* data) { 
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				+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data); 
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				+} 
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				+ 
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				+void Texture::setRGBFloatData(int width, int height, const float* data) { 
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				+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, data); 
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				+} 
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				+ 
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				+void Texture::bind(int index) const { 
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				+    glActiveTexture(GL_TEXTURE0 + index); 
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				+    glBindTexture(GL_TEXTURE_2D, texture); 
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				+} 
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