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Specify RGBA8 as internal opengl format
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@ -48,6 +48,7 @@ func LoadPNGTexture(file string) (Texture, error) {
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Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
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}
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
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@ -75,7 +76,7 @@ func LoadPNGTexture(file string) (Texture, error) {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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gl.GenerateMipmap(gl.TEXTURE_2D)
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SetTexture(tex)
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