Testing maybe disasterous change that releases image data after loaded. Might break display
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c646be9534
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@ -122,6 +122,7 @@ uint64_t actionLoad () {
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GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
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GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
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GL_UNSIGNED_BYTE, // Image data type
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GL_UNSIGNED_BYTE, // Image data type
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image.ptr()); // The actual image data itself
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image.ptr()); // The actual image data itself
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image.release();
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auto localCurrentTime = steady_clock::now();
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auto localCurrentTime = steady_clock::now();
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auto localElapsedTime = duration_cast<milliseconds>(localCurrentTime - localStartTime).count();
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auto localElapsedTime = duration_cast<milliseconds>(localCurrentTime - localStartTime).count();
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cout << "{ \"load_time\" : " << localElapsedTime << " }" << endl;
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cout << "{ \"load_time\" : " << localElapsedTime << " }" << endl;
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@ -148,6 +149,7 @@ void loadBlank () {
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GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
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GL_RGB, // Input image format (i.e. GL_RGB, GL_RGBA, GL_BGR etc.)
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GL_UNSIGNED_BYTE, // Image data type
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GL_UNSIGNED_BYTE, // Image data type
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blank.ptr()); // The actual image data itself
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blank.ptr()); // The actual image data itself
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blank.release();
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}
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}
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void initImageTexture() {
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void initImageTexture() {
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