code formatting
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2aff66eac9
commit
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@ -206,21 +206,21 @@ namespace Blarg.GameFramework.Graphics
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type = GL20.GL_UNSIGNED_BYTE;
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type = GL20.GL_UNSIGNED_BYTE;
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break;
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break;
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case TextureFormat.RGB:
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case TextureFormat.RGB:
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bpp = 24;
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bpp = 24;
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internalFormat = GL20.GL_RGB;
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internalFormat = GL20.GL_RGB;
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pixelFormat = GL20.GL_RGB;
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pixelFormat = GL20.GL_RGB;
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type = GL20.GL_UNSIGNED_BYTE;
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type = GL20.GL_UNSIGNED_BYTE;
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break;
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break;
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case TextureFormat.RGBA:
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case TextureFormat.RGBA:
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bpp = 32;
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bpp = 32;
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internalFormat = GL20.GL_RGBA;
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internalFormat = GL20.GL_RGBA;
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pixelFormat = GL20.GL_RGBA;
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pixelFormat = GL20.GL_RGBA;
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type = GL20.GL_UNSIGNED_BYTE;
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type = GL20.GL_UNSIGNED_BYTE;
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break;
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break;
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case TextureFormat.Depth:
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case TextureFormat.Depth:
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bpp = 0; // doesn't really matter for this one... ?
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bpp = 0; // doesn't really matter for this one... ?
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internalFormat = GL20.GL_DEPTH_COMPONENT;
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internalFormat = GL20.GL_DEPTH_COMPONENT;
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pixelFormat = GL20.GL_DEPTH_COMPONENT;
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pixelFormat = GL20.GL_DEPTH_COMPONENT;
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@ -232,7 +232,7 @@ namespace Blarg.GameFramework.Graphics
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type = GL20.GL_FLOAT;
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type = GL20.GL_FLOAT;
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break;
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break;
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default:
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default:
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bpp = 0;
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bpp = 0;
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// junk -- just to appease the compiler
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// junk -- just to appease the compiler
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@ -242,7 +242,6 @@ namespace Blarg.GameFramework.Graphics
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break;
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break;
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}
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}
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}
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}
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#region GraphicsContextResource
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#region GraphicsContextResource
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public override void OnNewContext()
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public override void OnNewContext()
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