Added support s/getImage(uint i) and getNumImages().
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@@ -164,18 +164,18 @@ int TextureCubeMap::compare(const StateAttribute& sa) const
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}
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void TextureCubeMap::setImage( Face face, Image* image)
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void TextureCubeMap::setImage( unsigned int face, Image* image)
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{
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_images[face] = image;
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_modifiedTag[face].setAllElementsTo(0);
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}
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Image* TextureCubeMap::getImage(Face face)
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Image* TextureCubeMap::getImage(unsigned int face)
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{
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return _images[face].get();
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}
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const Image* TextureCubeMap::getImage(Face face) const
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const Image* TextureCubeMap::getImage(unsigned int face) const
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{
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return _images[face].get();
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}
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@@ -284,7 +284,7 @@ void TextureCubeMap::apply(State& state) const
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}
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
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if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded() && getDataVariance()==STATIC)
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{
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TextureCubeMap* non_const_this = const_cast<TextureCubeMap*>(this);
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for (int n=0; n<6; n++)
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@@ -292,12 +292,6 @@ void TextureCubeMap::apply(State& state) const
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non_const_this->_images[n] = 0;
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}
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}
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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// unless a second bind is called?!!
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// perhaps it is the first glBind which is not required...
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//glBindTexture( GL_TEXTURE_CUBE_MAP, handle );
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}
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else
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