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The author of the texture code, I mean the original, should know better how glTexImage2D works, because the GL documentation says otherwise.
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@ -188,14 +188,13 @@ def load_texture(file):
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print
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print
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mode = GL_RGBA if 'A' in raw.format else GL_RGB
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mode = GL_RGBA if 'A' in raw.format else GL_RGB
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mode2 = mode
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# Flip from BGR to RGB
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# Flip from BGR to RGB
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# I hate you too, Pyglet...
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# I hate you too, Pyglet...
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# REGULAR EXPRESSIONS ARE NOT MEANT TO PARSE BINARY DATA!!!
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# REGULAR EXPRESSIONS ARE NOT MEANT TO PARSE BINARY DATA!!!
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#texture = raw.get_data('RGBA', width * 4) if safe else raw.data[::-1] if 'BGR' in raw.format else raw.data
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#texture = raw.get_data('RGBA', width * 4) if safe else raw.data[::-1] if 'BGR' in raw.format else raw.data
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if raw.format in ('BGR', 'BGRA'):
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if raw.format in ('BGR', 'BGRA'):
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if bgra:
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if bgra:
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mode2 = {GL_RGBA: GL_BGRA, GL_RGB: GL_BGR}[mode]
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mode = {GL_RGBA: GL_BGRA, GL_RGB: GL_BGR}[mode]
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texture = raw.data
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texture = raw.data
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else:
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else:
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texture = bgr_to_rgb(raw.data, width, height, 'A' in raw.format)
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texture = bgr_to_rgb(raw.data, width, height, 'A' in raw.format)
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@ -213,7 +212,7 @@ def load_texture(file):
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filter = GL_NEAREST if badcard else GL_LINEAR
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filter = GL_NEAREST if badcard else GL_LINEAR
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter)
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gluBuild2DMipmaps(GL_TEXTURE_2D, len(raw.format), width, height, mode2, GL_UNSIGNED_BYTE, texture)
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gluBuild2DMipmaps(GL_TEXTURE_2D, len(raw.format), width, height, mode, GL_UNSIGNED_BYTE, texture)
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cache[file] = id
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cache[file] = id
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